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<blockquote data-quote="Nagol" data-source="post: 6801761" data-attributes="member: 23935"><p>You say roll once per day/night and then you say there can be multiple encounters during a single travel. Don't the PCs heal every long rest so the maximum damage is 2d10?</p><p></p><p>Do you think minor damage and mild resource use will affect the players in any way other than getting one final long rest once at their destination?</p><p></p><p>Can a bad (worst set of rolls possible) kill a PC? Will you let it?</p><p></p><p>I think it subverts player tactics and strategy completely. If PC A has twice the AC as the next character, he still takes the same damage. If the group consistently protects PC B, it doesn't matter, he takes the same damage. PCs try to be sneaky? Doesn't matter. PCs avoid large masses of people and stay away from roads/towns? Doesn't matter. In other words, I think you went a bit too abstract.</p><p></p><p>A better approach would be to construct a skill challenge or similar system where you abstract the encounters somewhat but allow PC action to mitigate or negate the effects and expending resources (hp, spells, abilities, equipment) is helpful in achieving success.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6801761, member: 23935"] You say roll once per day/night and then you say there can be multiple encounters during a single travel. Don't the PCs heal every long rest so the maximum damage is 2d10? Do you think minor damage and mild resource use will affect the players in any way other than getting one final long rest once at their destination? Can a bad (worst set of rolls possible) kill a PC? Will you let it? I think it subverts player tactics and strategy completely. If PC A has twice the AC as the next character, he still takes the same damage. If the group consistently protects PC B, it doesn't matter, he takes the same damage. PCs try to be sneaky? Doesn't matter. PCs avoid large masses of people and stay away from roads/towns? Doesn't matter. In other words, I think you went a bit too abstract. A better approach would be to construct a skill challenge or similar system where you abstract the encounters somewhat but allow PC action to mitigate or negate the effects and expending resources (hp, spells, abilities, equipment) is helpful in achieving success. [/QUOTE]
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