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Developing Combat Technique system for 5e - feedback needed
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<blockquote data-quote="Satyrn" data-source="post: 7424089" data-attributes="member: 6801204"><p>I would totally recommend a weaker (less exhausting) version for a campaign that isn't short dungeon crawls with lots of opportunity for downtime. Adventurers in my current campaign could be compared to the top end professional golfers. They prep for a single event, go hard at it, and then take a break, even skipping several weeks to prep for the event that matters to them. Indeed, I'm inclined to recommend that you don't adopt any of the exhaustion bits in a campaign where the players are always on the move.</p><p></p><p>I went with the healing kit instead of Medicine because my goal was to force more resource management into the game. </p><p></p><p>The rules were made specifically for a megadungeon exploration campaign, where most forays are day trips, and I was looking for various ways to make the players choose between pushing ever deeper or return to the surface to reprovision. Maybe even make them leave behind loot to pick up later so they can continue exploring. I gave lots of means of gaining exhaustion in order to really push home the idea that the players are pushing hard as they head deeper.</p><p></p><p>It's for the same reason I'm forcing them to track water and food. But I also didn't want it to be a mere matter of ticking off a ration at the start of the day, because that's the sort of resource management I hate. I figured by tying it into the rests, it would give the players the sense that they were choosing to eat - but also, a player who has fared well through the day might choose not to gain tbe benefits of a rest when the rest of the group does, and so doesn't need to use up any food or water (ideally, the player should feel like he's pushing himself)</p><p></p><p></p><p>I can't report on how well this actually works on long treks, because the campaign is in early stages and the players have never spent more than 2 days in the dungeon.</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7424089, member: 6801204"] I would totally recommend a weaker (less exhausting) version for a campaign that isn't short dungeon crawls with lots of opportunity for downtime. Adventurers in my current campaign could be compared to the top end professional golfers. They prep for a single event, go hard at it, and then take a break, even skipping several weeks to prep for the event that matters to them. Indeed, I'm inclined to recommend that you don't adopt any of the exhaustion bits in a campaign where the players are always on the move. I went with the healing kit instead of Medicine because my goal was to force more resource management into the game. The rules were made specifically for a megadungeon exploration campaign, where most forays are day trips, and I was looking for various ways to make the players choose between pushing ever deeper or return to the surface to reprovision. Maybe even make them leave behind loot to pick up later so they can continue exploring. I gave lots of means of gaining exhaustion in order to really push home the idea that the players are pushing hard as they head deeper. It's for the same reason I'm forcing them to track water and food. But I also didn't want it to be a mere matter of ticking off a ration at the start of the day, because that's the sort of resource management I hate. I figured by tying it into the rests, it would give the players the sense that they were choosing to eat - but also, a player who has fared well through the day might choose not to gain tbe benefits of a rest when the rest of the group does, and so doesn't need to use up any food or water (ideally, the player should feel like he's pushing himself) I can't report on how well this actually works on long treks, because the campaign is in early stages and the players have never spent more than 2 days in the dungeon. [/QUOTE]
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