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Adventure Journal - Twenty days into adventure, still got 10 days rations
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<blockquote data-quote="Stormonu" data-source="post: 7980165" data-attributes="member: 52734"><p>So in the games you run or play in, how strictly does the group track various things - rations, arrows, bedrolls, night watch, encumbrance, spell components, miscellaneous gear in general and the like?</p><p></p><p>In the early days of the game, I tried to be strict about tracking rations, ammunition and encumbrance. I'd do periodic audits (esp. encumbrance) to ensure the players were in line.</p><p></p><p>Night watch was tracked with Con checks (roll Con or less on d20), leading to my group pairing up in case one of the two fell asleep. It wasn't until late 2E that my group discovered the likes of Rope Trick. I still use a form of this up to this day (Con check, DC 1 + 2 x hours for watch, so a typical 2 hour watch is DC 5), though there are a lot more opportunities for PCs to find safe havens where they don't need to bother with a night watch at all. Strangely though, I've never tracked requirements for bedrolls or tents until I spent a night LARPing without the former, and came to understand the need for a good bedroll.</p><p></p><p>Since I tracked rations, foraging/hunting became popular in my games. Unfortunately, D&D hasn't really had good rules for such things (until the advent of Non-Weapon Proficiencies, and that was still iffy) so we RP'ed out foraging/hunting. <em>Magic Missile</em> became popular for bringing down deer or multiple rabbits where bows were too chancy. In one group, the monk became a perverse sort of animal whisperer, whose <em>speak with animals</em> abilities led to many a full, meaty pot. Nowadays, a lot of the characters in my group use the likes of Survival to catch and cook meals in the wild. Personally for my games, when PCs use the Survival skill, success generates 1 meal and for every 2 they beat the base DC by, they can scrounge enough for an additional meal. If the party slows to half rate travel, they gain Advantage. If they stop for the day, they can choose to reroll the check (with Advantage).</p><p></p><p>By 3E though, I'd given up on trying to track encumbrance and ammunition. Too many magic items to get around the two, and the game had changed that the characters didn't need to stuff packs full of kitchen sinks and 10 foot poles. We had other game concerns, and tracking this kind of stuff wasn't one.</p><p></p><p>Spell components has been the one thing I've never tracked. I learned from Mentzer basic, and components weren't tracked there. In AD&D, with the exception of a few costly spell components (such as for Stoneskin), they seemed like cute flavor and I just didn't get into tracking them. I was glad for the spell component pouch in 3E, and just ran with it, not even counting "uses" of the pouch.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 7980165, member: 52734"] So in the games you run or play in, how strictly does the group track various things - rations, arrows, bedrolls, night watch, encumbrance, spell components, miscellaneous gear in general and the like? In the early days of the game, I tried to be strict about tracking rations, ammunition and encumbrance. I'd do periodic audits (esp. encumbrance) to ensure the players were in line. Night watch was tracked with Con checks (roll Con or less on d20), leading to my group pairing up in case one of the two fell asleep. It wasn't until late 2E that my group discovered the likes of Rope Trick. I still use a form of this up to this day (Con check, DC 1 + 2 x hours for watch, so a typical 2 hour watch is DC 5), though there are a lot more opportunities for PCs to find safe havens where they don't need to bother with a night watch at all. Strangely though, I've never tracked requirements for bedrolls or tents until I spent a night LARPing without the former, and came to understand the need for a good bedroll. Since I tracked rations, foraging/hunting became popular in my games. Unfortunately, D&D hasn't really had good rules for such things (until the advent of Non-Weapon Proficiencies, and that was still iffy) so we RP'ed out foraging/hunting. [i]Magic Missile[/i] became popular for bringing down deer or multiple rabbits where bows were too chancy. In one group, the monk became a perverse sort of animal whisperer, whose [i]speak with animals[/i] abilities led to many a full, meaty pot. Nowadays, a lot of the characters in my group use the likes of Survival to catch and cook meals in the wild. Personally for my games, when PCs use the Survival skill, success generates 1 meal and for every 2 they beat the base DC by, they can scrounge enough for an additional meal. If the party slows to half rate travel, they gain Advantage. If they stop for the day, they can choose to reroll the check (with Advantage). By 3E though, I'd given up on trying to track encumbrance and ammunition. Too many magic items to get around the two, and the game had changed that the characters didn't need to stuff packs full of kitchen sinks and 10 foot poles. We had other game concerns, and tracking this kind of stuff wasn't one. Spell components has been the one thing I've never tracked. I learned from Mentzer basic, and components weren't tracked there. In AD&D, with the exception of a few costly spell components (such as for Stoneskin), they seemed like cute flavor and I just didn't get into tracking them. I was glad for the spell component pouch in 3E, and just ran with it, not even counting "uses" of the pouch. [/QUOTE]
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