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First Impressions – Waterdeep: Dungeon of the Mad Mage
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<blockquote data-quote="Daern" data-source="post: 7764344" data-attributes="member: 81800"><p>I like the use of rations and healing kits for HD. I might add this to my procedure.</p><p>My main issue here is the lack of treasure. It's pretty weak. There should at least be an I search the body table.</p><p>In my non-5e game I've been using a "Doom Die" where I roll d6 each turn </p><p>1 Encounter: Roll encounter & distance: melee 1, short 2-3, medium 4-5, long 6 & Surprise (2 in 6)</p><p>2 Weariness & Stress: Rest & eat one ration or lose 1 HP</p><p>3 Environment: Development or occurrence: noise, temperature, denizens move etc</p><p>4 Expiration:Torch burns out; ½ lantern oil burned, spell and potion effects end</p><p>5 Discovery: A clue, secret or hint of nearby danger</p><p>6 Luck: Free turn of exploration</p><p>I'm using a simple, "1 item slot per point of Strength" encumbrance system.</p></blockquote><p></p>
[QUOTE="Daern, post: 7764344, member: 81800"] I like the use of rations and healing kits for HD. I might add this to my procedure. My main issue here is the lack of treasure. It's pretty weak. There should at least be an I search the body table. In my non-5e game I've been using a "Doom Die" where I roll d6 each turn 1 Encounter: Roll encounter & distance: melee 1, short 2-3, medium 4-5, long 6 & Surprise (2 in 6) 2 Weariness & Stress: Rest & eat one ration or lose 1 HP 3 Environment: Development or occurrence: noise, temperature, denizens move etc 4 Expiration:Torch burns out; ½ lantern oil burned, spell and potion effects end 5 Discovery: A clue, secret or hint of nearby danger 6 Luck: Free turn of exploration I'm using a simple, "1 item slot per point of Strength" encumbrance system. [/QUOTE]
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First Impressions – Waterdeep: Dungeon of the Mad Mage
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