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Hit Point Recovery Too Generous
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<blockquote data-quote="I'm A Banana" data-source="post: 6557063" data-attributes="member: 2067"><p>Not as big as you'd expect.</p><p></p><p>For one, expeditions into the vast unknown often include helpful natives -- just as in Lewis & Clark's expedition. Find the town of deep gnomes in the underdark. Befriend the goliaths in the mountains. See if the lizardfolk will accept your offering in the swamps. </p><p></p><p>Indeed, this rule helps to make something like Lewis & Clark a little more viable in D&D than it usually is. A random encounter between point A and point B has no lasting effect on the party if everything is recovered with a night's rest, but if they can't take an extended rest before they hit civilization, suddenly that random band of hostile attackers is going to eat up resources that they need to be able to rely on a few days later. </p><p></p><p>For two, "mobile civilizations" are a thing that works well. "This boat is equipped with enough food and supplies and space that you can use it as a town."</p><p></p><p>For three, this highlights the importance of bringing along folks who can make effective camp - rangers who can turn wilderness into civilization with a Nature check, if only for a time. </p><p></p><p>For four, it's pretty level-limited. By the time the party gets teleportation, plane-shifting, even long-term flight and food creation spells, it's not hard to get along in the wilderness quite well. </p><p></p><p></p><p></p><p>Yeah, basically the same idea. I'd love to hear what experiences your group has, too. I've found it creates a different incentive - the party prepares for expeditions and wants to know how far apart things are and it's important to them to gather info about the place they're headed so they can make sure to get back. Getting lost might be a death sentence to a weary party, so exploration becomes emphasized.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6557063, member: 2067"] Not as big as you'd expect. For one, expeditions into the vast unknown often include helpful natives -- just as in Lewis & Clark's expedition. Find the town of deep gnomes in the underdark. Befriend the goliaths in the mountains. See if the lizardfolk will accept your offering in the swamps. Indeed, this rule helps to make something like Lewis & Clark a little more viable in D&D than it usually is. A random encounter between point A and point B has no lasting effect on the party if everything is recovered with a night's rest, but if they can't take an extended rest before they hit civilization, suddenly that random band of hostile attackers is going to eat up resources that they need to be able to rely on a few days later. For two, "mobile civilizations" are a thing that works well. "This boat is equipped with enough food and supplies and space that you can use it as a town." For three, this highlights the importance of bringing along folks who can make effective camp - rangers who can turn wilderness into civilization with a Nature check, if only for a time. For four, it's pretty level-limited. By the time the party gets teleportation, plane-shifting, even long-term flight and food creation spells, it's not hard to get along in the wilderness quite well. Yeah, basically the same idea. I'd love to hear what experiences your group has, too. I've found it creates a different incentive - the party prepares for expeditions and wants to know how far apart things are and it's important to them to gather info about the place they're headed so they can make sure to get back. Getting lost might be a death sentence to a weary party, so exploration becomes emphasized. [/QUOTE]
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