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[Let's Read] Vault 5e: Uncharted Journeys
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<blockquote data-quote="humble minion" data-source="post: 9196759" data-attributes="member: 5948"><p>I bought this with the intention of using it in a Dragonlance campaign. </p><p></p><p>It's good for what it does, but i think narratively inflexible. The assumption is that the PCs prepare to depart in an orderly manner, spend X days on their scheduled journey, and then arrive at (as [USER=86653]@overgeeked[/USER] points out) at a relatively safe destination.</p><p></p><p>There's lot of wrinkles to D&D travel that don't fit that model. As far as I can tell, there's no mechanism to allow the group to take a break from travel for a day or two to rest up, or to deal with the case when people start their journey by fleeing unexpectedly (of course in that case you can just simply rule they don't benefit from a Preparation phase, but how viable is that?), or how to spend time consciously looking for shelter. If there's mechanics for getting lost, then I haven't found them (this is a book about wilderness travel, not on-road travel primarily - navigation seems like a strange thing to gloss over). If you decide to change destination en route, or pursue a sidequest, you can Abandon the journey, but that's a risky option and seems intended for use when things are going badly, rather than simply when priorities change. It doesn't look TOO grueling, given the low number of encounters even for long journeys and the high percentage of relatively harmless Encounters, but that's purely an eyeball check. And (while it won't affect my intended campaign too much) I'm not sure how it'd work a very low levels either, where PCs only have one or two hit dice to work with. But perfectly regular D&D is unforgiving for low-level PCs too. Hmmm.</p><p></p><p>Not sure about this one. Some good ideas, but I'd be interested to hear if anyone's tried it in play.</p></blockquote><p></p>
[QUOTE="humble minion, post: 9196759, member: 5948"] I bought this with the intention of using it in a Dragonlance campaign. It's good for what it does, but i think narratively inflexible. The assumption is that the PCs prepare to depart in an orderly manner, spend X days on their scheduled journey, and then arrive at (as [USER=86653]@overgeeked[/USER] points out) at a relatively safe destination. There's lot of wrinkles to D&D travel that don't fit that model. As far as I can tell, there's no mechanism to allow the group to take a break from travel for a day or two to rest up, or to deal with the case when people start their journey by fleeing unexpectedly (of course in that case you can just simply rule they don't benefit from a Preparation phase, but how viable is that?), or how to spend time consciously looking for shelter. If there's mechanics for getting lost, then I haven't found them (this is a book about wilderness travel, not on-road travel primarily - navigation seems like a strange thing to gloss over). If you decide to change destination en route, or pursue a sidequest, you can Abandon the journey, but that's a risky option and seems intended for use when things are going badly, rather than simply when priorities change. It doesn't look TOO grueling, given the low number of encounters even for long journeys and the high percentage of relatively harmless Encounters, but that's purely an eyeball check. And (while it won't affect my intended campaign too much) I'm not sure how it'd work a very low levels either, where PCs only have one or two hit dice to work with. But perfectly regular D&D is unforgiving for low-level PCs too. Hmmm. Not sure about this one. Some good ideas, but I'd be interested to hear if anyone's tried it in play. [/QUOTE]
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