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<blockquote data-quote="Pauper" data-source="post: 6841683" data-attributes="member: 17607"><p>As long as we're using this thread to ask questions about the new guides, let me add my $0.02 US:</p><p></p><p>- For the effects on Jeny's Tasks that cause the PC to begin the next adventure with a condition, it is assumed that the character cannot spend downtime or otherwise remove the condition prior to the next adventure? Is it also assumed that Jeny will not remove the condition herself if the character then attempts to go to her for an additional spellcasting service?</p><p></p><p>- For the Dark Gift that results from a '4' on that chart, how long does the effect last? Until the end of the turn? Until the end of the encounter? Until the character's next short rest? Long rest? Until dawn? Indefinitely until the character receives a Remove Curse? My guess would be until the end of the next short or long rest, but I could see an argument for making it solely after a long rest or until dawn. (Yes, I know the very next sentence says "Dark gifts last until the character receives a remove curse," but I'm not asking how long the gift persists, I'm asking how long the effect persists when the character spends a hit die -- in other words, how many hit dice is a character expected to spend on this ability rather than to heal up wounds?)</p><p></p><p>- The text of Faction Charity suggests that a character can take Faction Charity during the adventure, as it notes that the character "can continue to play the adventure". If the party is in a location that would not make sense for them to be able to contact a faction patron, can the DM rule that the character can not take Faction Charity and must take Dark Powers Charity to return from the dead and continue the adventure?</p><p></p><p>- The DM Rewards section notes that the 'target adventure level' is used to determine the DM XP award. Is this the part where the adventure says "this adventure is designed for five character of level X" where 'X' is the target adventure level? (I've seen more than one reference on Facebook where people seem to have the idea that it's the average party level playing the adventure that is used to determine the 'target adventure level'.) If the target adventure level is the level that the adventure is designed for, what do we do about modules like Quelling the Horde, which says at one point it is designed for 1st level characters, then in a different place says it is designed for 3rd level characters? What is the canonical 'target adventure level' for a given module?</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6841683, member: 17607"] As long as we're using this thread to ask questions about the new guides, let me add my $0.02 US: - For the effects on Jeny's Tasks that cause the PC to begin the next adventure with a condition, it is assumed that the character cannot spend downtime or otherwise remove the condition prior to the next adventure? Is it also assumed that Jeny will not remove the condition herself if the character then attempts to go to her for an additional spellcasting service? - For the Dark Gift that results from a '4' on that chart, how long does the effect last? Until the end of the turn? Until the end of the encounter? Until the character's next short rest? Long rest? Until dawn? Indefinitely until the character receives a Remove Curse? My guess would be until the end of the next short or long rest, but I could see an argument for making it solely after a long rest or until dawn. (Yes, I know the very next sentence says "Dark gifts last until the character receives a remove curse," but I'm not asking how long the gift persists, I'm asking how long the effect persists when the character spends a hit die -- in other words, how many hit dice is a character expected to spend on this ability rather than to heal up wounds?) - The text of Faction Charity suggests that a character can take Faction Charity during the adventure, as it notes that the character "can continue to play the adventure". If the party is in a location that would not make sense for them to be able to contact a faction patron, can the DM rule that the character can not take Faction Charity and must take Dark Powers Charity to return from the dead and continue the adventure? - The DM Rewards section notes that the 'target adventure level' is used to determine the DM XP award. Is this the part where the adventure says "this adventure is designed for five character of level X" where 'X' is the target adventure level? (I've seen more than one reference on Facebook where people seem to have the idea that it's the average party level playing the adventure that is used to determine the 'target adventure level'.) If the target adventure level is the level that the adventure is designed for, what do we do about modules like Quelling the Horde, which says at one point it is designed for 1st level characters, then in a different place says it is designed for 3rd level characters? What is the canonical 'target adventure level' for a given module? -- Pauper [/QUOTE]
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