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Anyone Using Adventures in Middle Earth Journey/Rest Rules in Regular 5e Game?
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<blockquote data-quote="habahnow" data-source="post: 7301234" data-attributes="member: 6803756"><p>I was actually thinking of a way of making travel a bit more dangerous, and what i came up with(but haven't implemented) is having a constitution save for being able to recover during a long rest in the wilderness. </p><p></p><p>There would be 4 d20 rolls made for each long rest made in the "wilderness": one to see if you GAIN a level of exhaustion(lower DC), one to remove a level of Exhaustion, one to regain your full HP, and one to regain any long rest related abilities. </p><p></p><p>I imagine the DC for the latter 3 rolls to be equivalent and higher than the roll for avoiding gaining a level of exhaustion. </p><p></p><p>What this means is that the players will be slowly losing "resources" when they take long rests throughout a long trip. They have the potential for regaining all of it, or even ending up worse than before. </p><p>The players still regain hit dice as usual, which may sometimes mean that they will need to use them to regain their HP if they failed their HP recovery roll. Additionally, any abilities recharged on short rests are automatically recovered(reasoning being they are basically taking 8 short rests per long rests). So this pushes a party to covet short rest characters more, while also pushing long rest characters to be a bit more mindful to the amount of abilities that they use while taking a long journey. </p><p></p><p>If anybody uses a similar system, I'd like to know how it has gone for you.</p></blockquote><p></p>
[QUOTE="habahnow, post: 7301234, member: 6803756"] I was actually thinking of a way of making travel a bit more dangerous, and what i came up with(but haven't implemented) is having a constitution save for being able to recover during a long rest in the wilderness. There would be 4 d20 rolls made for each long rest made in the "wilderness": one to see if you GAIN a level of exhaustion(lower DC), one to remove a level of Exhaustion, one to regain your full HP, and one to regain any long rest related abilities. I imagine the DC for the latter 3 rolls to be equivalent and higher than the roll for avoiding gaining a level of exhaustion. What this means is that the players will be slowly losing "resources" when they take long rests throughout a long trip. They have the potential for regaining all of it, or even ending up worse than before. The players still regain hit dice as usual, which may sometimes mean that they will need to use them to regain their HP if they failed their HP recovery roll. Additionally, any abilities recharged on short rests are automatically recovered(reasoning being they are basically taking 8 short rests per long rests). So this pushes a party to covet short rest characters more, while also pushing long rest characters to be a bit more mindful to the amount of abilities that they use while taking a long journey. If anybody uses a similar system, I'd like to know how it has gone for you. [/QUOTE]
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Community
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Anyone Using Adventures in Middle Earth Journey/Rest Rules in Regular 5e Game?
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