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Forced March question
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<blockquote data-quote="TallIan" data-source="post: 7548009" data-attributes="member: 6853819"><p>Sorry if some of my comments below sound a bit judgmental. I have never seen you DM so I can't comment. My comments are meant to be generic advice</p><p></p><p></p><p>Only if they have a choice (and not just a choice to not save the village), high risk vs high reward. </p><p></p><p>By "ruin his day" I don't mean they suffer a bad in game effect, like huge loss of HP, or being petrified for a combat, I mean ruin the players session because his character is almost useless for the whole session. </p><p></p><p>If, over the first hour, I made a string of risky moves that required a die roll that left me with 4 levels of exhaustion (either from bad luck or from improbably high DC's) I would take that in my stride (provided that I had an alternative to the risky option), it was stuff I did that didn't pay out and I would joke about it the whole evening and still have fun . eg Jump this chasm to kill the shaman rather than fight through his guards on the bridge and weather the shaman's spells. OTOH, if I turned up to a session and the DM said, roll a d20, if it's low, you have 4 levels of exhaustion, that would ruin my evening. </p><p></p><p>On a less personal level though I don't see one die roll offering any real tension. A few, with clear rewards and consequences on the other hand...</p><p></p><p>To answer your points above. Is there another way around the chasm? The adventure can continue in the Abyss. There is magic available to un-petrify the PC, or heal them from the trap/spell.</p><p></p><p></p><p>Good point. I had forgotten about healing spirits insane out of combat healing potential. This idea was to allow an alternative to exhaustion if you stuck with RAW. So this would be 12 CON saves. A character with +0 to his CON would probably not make this march (RAW), he would be at 0 speed after around 10 saves* OTOH if the DC for the save against exhaustion was 5 lower he would get through with 4 levels of exhaustion and a total of 16d6 damage - not all at once. The idea here was to force the party to use resources to overcome the march rather than just hoping for a lucky die roll. So more than just a single 2nd level spell slot.</p><p></p><p>*I know this is statistically accurate, but it's close enough to demonstrate the point.</p><p></p><p> Tier 2 parties do start to get a lot of resourceless ways of overcoming mundane challenges. One could argue that the Land Stride feature could offer ADV on the CON saves as the character will be having an easier time traveling. To some extent this is a case of "Lucky Druid" in the same way you could say "Lucky Fighter" when attacks miss him because of his high AC from plate mail, but the rest of the party don't have this feature so could still take damage.</p><p></p><p></p><p>Not entirely, exhaustion does sound like a good consequence of a forced march, I just think RAW (12 CON saves) is a bit restricting, 12 dice rolls are going to be quite predictable. I just think a way to minimise dice rolls and allow the party to spend other resources makes more sense.</p><p></p><p></p><p>Me neither TBH. I find that skill challenges are either done well and are exciting or not done well and are total crap - there's never any middle ground. It depends entirely on the Players and DM, some like them and are good at them, some either don't like them or are not good at them.</p><p></p><p></p><p>I did. I would keep the con saves close(ish) to the RAW forced march rules. So each save represents 3 hours of forced marching so one save at DC13; DC 16; DC 19 and DC 22 or maybe slightly higher, since you're rolling three saves into one.</p><p></p><p>You could have less granular levels, 6, 8 or even 12 if you want to stick with RAW. But the players get the choice with each roll if they want to risk another level of exhaustion. Just give them a progressive harder or less successful ending. Rather than simply "You turn up so worn out, the villagers have to rescue you."</p><p></p><p>You mention that the party have mounts (a few of them). That alone could give them advantage on a few saves.</p></blockquote><p></p>
[QUOTE="TallIan, post: 7548009, member: 6853819"] Sorry if some of my comments below sound a bit judgmental. I have never seen you DM so I can't comment. My comments are meant to be generic advice Only if they have a choice (and not just a choice to not save the village), high risk vs high reward. By "ruin his day" I don't mean they suffer a bad in game effect, like huge loss of HP, or being petrified for a combat, I mean ruin the players session because his character is almost useless for the whole session. If, over the first hour, I made a string of risky moves that required a die roll that left me with 4 levels of exhaustion (either from bad luck or from improbably high DC's) I would take that in my stride (provided that I had an alternative to the risky option), it was stuff I did that didn't pay out and I would joke about it the whole evening and still have fun . eg Jump this chasm to kill the shaman rather than fight through his guards on the bridge and weather the shaman's spells. OTOH, if I turned up to a session and the DM said, roll a d20, if it's low, you have 4 levels of exhaustion, that would ruin my evening. On a less personal level though I don't see one die roll offering any real tension. A few, with clear rewards and consequences on the other hand... To answer your points above. Is there another way around the chasm? The adventure can continue in the Abyss. There is magic available to un-petrify the PC, or heal them from the trap/spell. Good point. I had forgotten about healing spirits insane out of combat healing potential. This idea was to allow an alternative to exhaustion if you stuck with RAW. So this would be 12 CON saves. A character with +0 to his CON would probably not make this march (RAW), he would be at 0 speed after around 10 saves* OTOH if the DC for the save against exhaustion was 5 lower he would get through with 4 levels of exhaustion and a total of 16d6 damage - not all at once. The idea here was to force the party to use resources to overcome the march rather than just hoping for a lucky die roll. So more than just a single 2nd level spell slot. *I know this is statistically accurate, but it's close enough to demonstrate the point. Tier 2 parties do start to get a lot of resourceless ways of overcoming mundane challenges. One could argue that the Land Stride feature could offer ADV on the CON saves as the character will be having an easier time traveling. To some extent this is a case of "Lucky Druid" in the same way you could say "Lucky Fighter" when attacks miss him because of his high AC from plate mail, but the rest of the party don't have this feature so could still take damage. Not entirely, exhaustion does sound like a good consequence of a forced march, I just think RAW (12 CON saves) is a bit restricting, 12 dice rolls are going to be quite predictable. I just think a way to minimise dice rolls and allow the party to spend other resources makes more sense. Me neither TBH. I find that skill challenges are either done well and are exciting or not done well and are total crap - there's never any middle ground. It depends entirely on the Players and DM, some like them and are good at them, some either don't like them or are not good at them. I did. I would keep the con saves close(ish) to the RAW forced march rules. So each save represents 3 hours of forced marching so one save at DC13; DC 16; DC 19 and DC 22 or maybe slightly higher, since you're rolling three saves into one. You could have less granular levels, 6, 8 or even 12 if you want to stick with RAW. But the players get the choice with each roll if they want to risk another level of exhaustion. Just give them a progressive harder or less successful ending. Rather than simply "You turn up so worn out, the villagers have to rescue you." You mention that the party have mounts (a few of them). That alone could give them advantage on a few saves. [/QUOTE]
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