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How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)
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<blockquote data-quote="Charlaquin" data-source="post: 8697911" data-attributes="member: 6779196"><p>By food in the wilderness getting circumvented by a background, I assume you’re referring to Outlander? I don’t think that one is a big deal. Foraging already lets you find enough food and water for 1d6 characters on a success, Outlander just allows you to succeed without a roll and find the full 6 people worth of food and water, and only in terrain where there’s enough food and water available. But foraging is still a task you have to perform, which should come at the exclusion of performing other tasks simultaneously (with the exception of rangers, who can keep watch while performing another task).</p><p></p><p>Ah, I see. Yeah, by default overland travel isn’t much of a combat challenge. The gritty realism rest variant can help alleviate that. Personally, I treat travel as primarily an exploration challenge; the encounters that can occur while traveling aren’t really meant to be a mortal threat, but rather to push players to want to keep watch for danger, as opposed to other travel tasks like navigating, tracking, foraging, or making a map. Unless you’re a ranger, you can’t do those things <em>and</em> stay alert for danger at the same time, which means you’ll be surprised at the start of combat if you do get ambushed.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8697911, member: 6779196"] By food in the wilderness getting circumvented by a background, I assume you’re referring to Outlander? I don’t think that one is a big deal. Foraging already lets you find enough food and water for 1d6 characters on a success, Outlander just allows you to succeed without a roll and find the full 6 people worth of food and water, and only in terrain where there’s enough food and water available. But foraging is still a task you have to perform, which should come at the exclusion of performing other tasks simultaneously (with the exception of rangers, who can keep watch while performing another task). Ah, I see. Yeah, by default overland travel isn’t much of a combat challenge. The gritty realism rest variant can help alleviate that. Personally, I treat travel as primarily an exploration challenge; the encounters that can occur while traveling aren’t really meant to be a mortal threat, but rather to push players to want to keep watch for danger, as opposed to other travel tasks like navigating, tracking, foraging, or making a map. Unless you’re a ranger, you can’t do those things [I]and[/I] stay alert for danger at the same time, which means you’ll be surprised at the start of combat if you do get ambushed. [/QUOTE]
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How to Stock and Key a Dungeon Traditionally(and tips on Dungeon Design)
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