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[ToA] Hex-crawling and Long Rests
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<blockquote data-quote="bleezy" data-source="post: 7226476" data-attributes="member: 6778458"><p>Not quite. I might not have made it 100% clear, but when a character spends a hit die on a long rest they gain the full benefit of a long rest (all hp recovered, all spells, all class abilities, etc).</p><p></p><p>This system has some similarity to AD&D- overland travel is much easier with a healer of some sort. You can travel quite a few hexes on a single long rest if your fighters do the bulk of the hacking and slashing and your bards/clerics/druids save most of their spell slots for cure wounds. It's better than the AD&D system though, because in those days any party will a healer could heal up to full health in one or two days and there was no long term depletion of resources.</p><p></p><p>Could ~5th level characters survive 40 days worth of random encounters on 2 or 3 long rests? Maybe not. This system might not be forgiving enough for ToA. But aren't there several forts and settlements scattered throughout the map? The PCs might need to befriend a tribe of aarakocra, frog people, turtle people, or whatever else lives in the jungles of Chult and be allowed to rest in their village. They might take over one of the mini-dungeons in the jungle and fortify it as a resting location. They might locate the lost city, return to their home port and book passage on a ship to return to the site more directly. They might have a skilled guide who could find a spot where they could recover safely in the wilderness. The point is that the PCs will be expending a finite resource while they are travelling.</p><p></p><p>I'm not sure if this will work for ToA, but it has worked quite well for CoS, OotA, and several homebrew games. I'm not completely familiar with ToA, so I don't know how dangerous the jungle and the lost city are.</p></blockquote><p></p>
[QUOTE="bleezy, post: 7226476, member: 6778458"] Not quite. I might not have made it 100% clear, but when a character spends a hit die on a long rest they gain the full benefit of a long rest (all hp recovered, all spells, all class abilities, etc). This system has some similarity to AD&D- overland travel is much easier with a healer of some sort. You can travel quite a few hexes on a single long rest if your fighters do the bulk of the hacking and slashing and your bards/clerics/druids save most of their spell slots for cure wounds. It's better than the AD&D system though, because in those days any party will a healer could heal up to full health in one or two days and there was no long term depletion of resources. Could ~5th level characters survive 40 days worth of random encounters on 2 or 3 long rests? Maybe not. This system might not be forgiving enough for ToA. But aren't there several forts and settlements scattered throughout the map? The PCs might need to befriend a tribe of aarakocra, frog people, turtle people, or whatever else lives in the jungles of Chult and be allowed to rest in their village. They might take over one of the mini-dungeons in the jungle and fortify it as a resting location. They might locate the lost city, return to their home port and book passage on a ship to return to the site more directly. They might have a skilled guide who could find a spot where they could recover safely in the wilderness. The point is that the PCs will be expending a finite resource while they are travelling. I'm not sure if this will work for ToA, but it has worked quite well for CoS, OotA, and several homebrew games. I'm not completely familiar with ToA, so I don't know how dangerous the jungle and the lost city are. [/QUOTE]
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