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[ToA] Hex-crawling and Long Rests
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<blockquote data-quote="CapnZapp" data-source="post: 7235303" data-attributes="member: 12731"><p>After thinking about it for a while, I think I have to abandon the "random hex is safe" approach.</p><p></p><p>It would only generate questions like "why aren't sites like Camp Vengeance set-up at safe hexes?" (I don't like the idea that one of the five factions, that a PC might well be a member of, is portrayed as bumbling fools with zero survival skills)</p><p></p><p>On the other hand, the idea that sites are the safe hexes doesn't work either - after all, Camp Vengeance is definitely not one of the safe hexes...</p><p></p><p>In the end, maybe I will go with <em>every hex except river hexes are unsafe</em>. This may sound incredibly harsh, but it incentivizes river exploration, and to be fair, most hexes are four hexes away from the nearest river.</p><p></p><p>Most of the interesting hexes anyway. Sure, reaching Omu, or mapping the Valley of Dread becomes a challenge, but not an insurmountable one for "high" level creatures. Assuming the random encounters stay tier I & II appropriate, I'm thinking any tier III character can handle pretty much unlimited numbers of them, opening up the map to the party. </p><p></p><p>While providing a good reason why Chult has stayed unexplored for so long <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>(I'm not one of those asking why Elminster & Co hasn't fixed every problem on Toril, but I do have an issue with a continent of white unexplored hexes if all the obstacles are tier I only. </p><p></p><p>In other words, if you can't take long rests in the jungle, that would provide a satisfactory explanation why the continent has stayed unexplored all this time - only high level characters could do it, but why would they? Except now the curse forces the issue!)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7235303, member: 12731"] After thinking about it for a while, I think I have to abandon the "random hex is safe" approach. It would only generate questions like "why aren't sites like Camp Vengeance set-up at safe hexes?" (I don't like the idea that one of the five factions, that a PC might well be a member of, is portrayed as bumbling fools with zero survival skills) On the other hand, the idea that sites are the safe hexes doesn't work either - after all, Camp Vengeance is definitely not one of the safe hexes... In the end, maybe I will go with [I]every hex except river hexes are unsafe[/I]. This may sound incredibly harsh, but it incentivizes river exploration, and to be fair, most hexes are four hexes away from the nearest river. Most of the interesting hexes anyway. Sure, reaching Omu, or mapping the Valley of Dread becomes a challenge, but not an insurmountable one for "high" level creatures. Assuming the random encounters stay tier I & II appropriate, I'm thinking any tier III character can handle pretty much unlimited numbers of them, opening up the map to the party. While providing a good reason why Chult has stayed unexplored for so long :) (I'm not one of those asking why Elminster & Co hasn't fixed every problem on Toril, but I do have an issue with a continent of white unexplored hexes if all the obstacles are tier I only. In other words, if you can't take long rests in the jungle, that would provide a satisfactory explanation why the continent has stayed unexplored all this time - only high level characters could do it, but why would they? Except now the curse forces the issue!) [/QUOTE]
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