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Level Up: Advanced 5th Edition (A5E)
I'm worried that Create Water will break my party's cleric.
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<blockquote data-quote="Stalker0" data-source="post: 8545692" data-attributes="member: 5889"><p>So I have finally kicked off my survival focused game. The players have been dropped into the wilderness, with 138 souls to help feed, with low supplies, some broken weapons, and armor....and a very hostile wilderness.</p><p></p><p>First session went pretty well. We established a lot, tried out some journey checks, etc. I decided to go with a hybrid of the simple and advanced supply systems. I did not split water and food but I did require "supply containers". So most PCs have 2-3 containers for supply, so only a limited number of days of supplies should they adventure beyond the main group. And I require that they consume supply everyday, so they either have to focus their day on "hunt/gather" or get supplies through some other source. In other words, in my game, the journey never really stops, because there is no civilization.</p><p></p><p>My concern right now is the 3rd level cleric who has Create Water. Even at this low a level he could supply 4 PCs everyday with just his 1st level slots, not even 2nd. Now gamewise I am not too worried about that, there will be lots of hostile situations, and so the cleric will be out of most of their spells and that will cause a lot of issue when the frying pan meets the fire.</p><p></p><p>My bigger worry is this is putting too much burden on the cleric. It feels a little like 2e where clerics were pressured to always have heal spells prepared in most of their slots or watch their fellow party members die. Now I'm worried the cleric is going to get pressured, basically give up a spell slot to allow another player to do something other than hunt/gather. So either the cleric gives up a spell, or the other player "wastes their day" just doing basic survival, and I worry that the other players will get upset if the cleric decides to keep their slots.</p><p></p><p></p><p>It may be a phantom fear, just something I'm noting with this spell because it is "only" a 1st level slot it seems like a waste not to use it for supply. If people have thoughts and advice let me know, otherwise I'll let you all know how it goes in the next few sessions.</p><p></p><p>Edit: Actually an idea just came to me I might try. I may assume that the cleric does all of his create water at the end of the day. That way if a hostile situation comes, he can use his slots. But...that also means there may be a supply shortage and therefore fatigue. That may be a good compromise, the party still gambles by not focusing on survival, but the cleric doesn't have to feel so pressured to have no slots all day.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8545692, member: 5889"] So I have finally kicked off my survival focused game. The players have been dropped into the wilderness, with 138 souls to help feed, with low supplies, some broken weapons, and armor....and a very hostile wilderness. First session went pretty well. We established a lot, tried out some journey checks, etc. I decided to go with a hybrid of the simple and advanced supply systems. I did not split water and food but I did require "supply containers". So most PCs have 2-3 containers for supply, so only a limited number of days of supplies should they adventure beyond the main group. And I require that they consume supply everyday, so they either have to focus their day on "hunt/gather" or get supplies through some other source. In other words, in my game, the journey never really stops, because there is no civilization. My concern right now is the 3rd level cleric who has Create Water. Even at this low a level he could supply 4 PCs everyday with just his 1st level slots, not even 2nd. Now gamewise I am not too worried about that, there will be lots of hostile situations, and so the cleric will be out of most of their spells and that will cause a lot of issue when the frying pan meets the fire. My bigger worry is this is putting too much burden on the cleric. It feels a little like 2e where clerics were pressured to always have heal spells prepared in most of their slots or watch their fellow party members die. Now I'm worried the cleric is going to get pressured, basically give up a spell slot to allow another player to do something other than hunt/gather. So either the cleric gives up a spell, or the other player "wastes their day" just doing basic survival, and I worry that the other players will get upset if the cleric decides to keep their slots. It may be a phantom fear, just something I'm noting with this spell because it is "only" a 1st level slot it seems like a waste not to use it for supply. If people have thoughts and advice let me know, otherwise I'll let you all know how it goes in the next few sessions. Edit: Actually an idea just came to me I might try. I may assume that the cleric does all of his create water at the end of the day. That way if a hostile situation comes, he can use his slots. But...that also means there may be a supply shortage and therefore fatigue. That may be a good compromise, the party still gambles by not focusing on survival, but the cleric doesn't have to feel so pressured to have no slots all day. [/QUOTE]
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I'm worried that Create Water will break my party's cleric.
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