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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="FrozenNorth" data-source="post: 9260142" data-attributes="member: 7020832"><p>Mostly, rule tweaks that make single day non-combat encounters viable as a resource drain:</p><ul> <li data-xf-list-type="ul">I use the 4e rules for curses and diseases: both are on progress tracks that get worse on multiple failures. The timing of the new check also varies with the disease/curse: once per day or once per two days is common. Remove disease/curse now grants a free save that can only improve your condition (same with healer’s tools/Religion check) rather than an auto-heal;</li> <li data-xf-list-type="ul">I imported conditions from PF2 that are harsh but not debilitating: clumsy X (-X on Dex rolls and AC), enfeebled X (-X on Strength rolls), Drained X (-X on Con rolls and hp) and Stupefied X (-X on Int, Cha, Wis rolls). Encounters sometimes impose these penalties beyond the end of the encounter (or, if you want to gamify it more, they can last for the next 2 or 3 encounters);</li> <li data-xf-list-type="ul">Made the exhaustion track less harsh (using the new conditions) but use it more often.</li> <li data-xf-list-type="ul">(Indirect) Many racial and class features now expend HD. Spending 3 HD after you fall down a ravine is a more serious expenditure if it means that your high elf won’t be able to expend an HD to misty step during the next combat.</li> <li data-xf-list-type="ul">Tiny Hut is no longer a ritual, and its walls can be attacked;</li> <li data-xf-list-type="ul">Depending on the campaign, make long rests more difficult. My new campaign is a modified Wrath of the Righteous, and the characters need to make a Religion roll to purify the land before camping. If they fail the roll, they recover half hp and a single HD from a long rest.</li> </ul><p></p><p>On the non-resource expenditure side of the ledger, no rules tweaks, just a change in how I conceive non-combat encounters:</p><ul> <li data-xf-list-type="ul">More that are straight-up rewards but that require difficult skill checks to access. Classic is a magical obelisk that requires an Arcana check to activate.</li> <li data-xf-list-type="ul">More that are either straight up side quests or future adventure hooks. Make the party decide between 2 positive choices.</li> <li data-xf-list-type="ul">Be transparent and enforce time limits. If you are sent to deliver a message to the next kingdom and take an extra week to deliver it, you probably won’t be paid the full amount or get hired back.</li> </ul></blockquote><p></p>
[QUOTE="FrozenNorth, post: 9260142, member: 7020832"] Mostly, rule tweaks that make single day non-combat encounters viable as a resource drain: [LIST] [*]I use the 4e rules for curses and diseases: both are on progress tracks that get worse on multiple failures. The timing of the new check also varies with the disease/curse: once per day or once per two days is common. Remove disease/curse now grants a free save that can only improve your condition (same with healer’s tools/Religion check) rather than an auto-heal; [*]I imported conditions from PF2 that are harsh but not debilitating: clumsy X (-X on Dex rolls and AC), enfeebled X (-X on Strength rolls), Drained X (-X on Con rolls and hp) and Stupefied X (-X on Int, Cha, Wis rolls). Encounters sometimes impose these penalties beyond the end of the encounter (or, if you want to gamify it more, they can last for the next 2 or 3 encounters); [*]Made the exhaustion track less harsh (using the new conditions) but use it more often. [*](Indirect) Many racial and class features now expend HD. Spending 3 HD after you fall down a ravine is a more serious expenditure if it means that your high elf won’t be able to expend an HD to misty step during the next combat. [*]Tiny Hut is no longer a ritual, and its walls can be attacked; [*]Depending on the campaign, make long rests more difficult. My new campaign is a modified Wrath of the Righteous, and the characters need to make a Religion roll to purify the land before camping. If they fail the roll, they recover half hp and a single HD from a long rest. [/LIST] On the non-resource expenditure side of the ledger, no rules tweaks, just a change in how I conceive non-combat encounters: [LIST] [*]More that are straight-up rewards but that require difficult skill checks to access. Classic is a magical obelisk that requires an Arcana check to activate. [*]More that are either straight up side quests or future adventure hooks. Make the party decide between 2 positive choices. [*]Be transparent and enforce time limits. If you are sent to deliver a message to the next kingdom and take an extra week to deliver it, you probably won’t be paid the full amount or get hired back. [/LIST] [/QUOTE]
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