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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #17: Journeys
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<blockquote data-quote="tetrasodium" data-source="post: 8259352" data-attributes="member: 93670"><p>Getting away from the marching speed debate I really like the doc but notice an omission in havens. </p><p>"For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. " The bates motel is an inn & any number of factors could make an inn not restful. Adding a word like safe or proper might clear that very minor not marching speed issue <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>On Stealth & Vehicles, it says "stealth can not be used while journeying in a land vehicle" neatly shows a generally not well supported flavor of stealth that the skills could somehow handle elsewhere. Namely looking like you belong & faking it through social engineering. A stereotypical fleeing from the law type situation could carefully stealth though forests & such to avoid the well patrolled roads or they could buy that mule, wagon, & all of that farmer's produce to leisurely make their way across the border out of this wartorn kingdom disguised as farmers who intend to sell all of that produce covering their deadly weapons & nice shiny armor from prying eyes <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p>Supplies & havens are an awesome thing but having the various journey activities folded into the journey rule rather than some isolated peg the GM can try to fit in is pretty awesome. I really like that there are examples of typical PC behavior like entertaining/thieving/etc & even better that casters aren't left out with that option to gather components. The inclusion of exotic terrains and a road(!!) in regions is a godsend too, it's funny how the focus on FR style makes people forget that travelingthrough a forest is very different from traveling through a forest with a road <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p><em>"the important thing to keep in mind is that exploration challenges are designed to be very freeform, and that the solutions suggested are only suggestions. Creative player solutions or expenditure of resources should be rewarded"</em> That makes me want to dance & I can't wait to see it. Just trying to get players to the point of looking outside their box & consider those kinds of things in o5e is really tough compared to past editions with more tools & guidance aimed at those kinds of goals but the payoffs are huge for everyone at the table <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8259352, member: 93670"] Getting away from the marching speed debate I really like the doc but notice an omission in havens. "For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. " The bates motel is an inn & any number of factors could make an inn not restful. Adding a word like safe or proper might clear that very minor not marching speed issue :D On Stealth & Vehicles, it says "stealth can not be used while journeying in a land vehicle" neatly shows a generally not well supported flavor of stealth that the skills could somehow handle elsewhere. Namely looking like you belong & faking it through social engineering. A stereotypical fleeing from the law type situation could carefully stealth though forests & such to avoid the well patrolled roads or they could buy that mule, wagon, & all of that farmer's produce to leisurely make their way across the border out of this wartorn kingdom disguised as farmers who intend to sell all of that produce covering their deadly weapons & nice shiny armor from prying eyes :D Supplies & havens are an awesome thing but having the various journey activities folded into the journey rule rather than some isolated peg the GM can try to fit in is pretty awesome. I really like that there are examples of typical PC behavior like entertaining/thieving/etc & even better that casters aren't left out with that option to gather components. The inclusion of exotic terrains and a road(!!) in regions is a godsend too, it's funny how the focus on FR style makes people forget that travelingthrough a forest is very different from traveling through a forest with a road :D [I]"the important thing to keep in mind is that exploration challenges are designed to be very freeform, and that the solutions suggested are only suggestions. Creative player solutions or expenditure of resources should be rewarded"[/I] That makes me want to dance & I can't wait to see it. Just trying to get players to the point of looking outside their box & consider those kinds of things in o5e is really tough compared to past editions with more tools & guidance aimed at those kinds of goals but the payoffs are huge for everyone at the table :D [/QUOTE]
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