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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="Stalker0" data-source="post: 8259863" data-attributes="member: 5889"><p>My next campaign may do a lot of exploring so I've been eager to see these rules. My quick and dirty.</p><p></p><ul> <li data-xf-list-type="ul">The regions are pretty solid overall. I like the feel, the bonuses and penalties generally make sense to me, I'll note a few exception below but in general, I like it.</li> <li data-xf-list-type="ul">Most of the region activities are fine, but I think the "only person per activity" is going to break down in real gaming. As soon as the party is out of supplies, of course everyone is going to "hunt and gather" and would be pretty peeved if the DM is like....only one of you can gather. That just doesn't make sense. At the very least, include the help rule here, allow for one person to do the thing, another to give them advantage on the check. I can definitely see a lot of players who don't know exactly what to do would want to help another person. Better yet, just allow everyone to do it, and pile on expertise die for each person. Its technically less efficient than if everyone did different stuff, but hey if that's what people want to do, why not let them.</li> <li data-xf-list-type="ul">The section on "experienced travelers" threw me a bit, because it occurs before you explain the various activities. Ultimately it took me a few reads to understand it. I would greatly prefer if you just added a "veteran traveler" note (though how veteran are we talking here?) to the Busk and the Gather components areas. Also that Gather Component note is a BIG jump, we are going from 7 gold on average to 100, all for disadvantage (and there are a million ways players will come up to get advantage to counteract).</li> <li data-xf-list-type="ul">Underland Realm: I feel the cave in should be on a 1 (normally 20s are good!)</li> <li data-xf-list-type="ul">Open Road: I see this as more of a "layer" on top of a region rather than a region all to itself. Even a frozen waste can have an open road.</li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 8259863, member: 5889"] My next campaign may do a lot of exploring so I've been eager to see these rules. My quick and dirty. [LIST] [*]The regions are pretty solid overall. I like the feel, the bonuses and penalties generally make sense to me, I'll note a few exception below but in general, I like it. [*]Most of the region activities are fine, but I think the "only person per activity" is going to break down in real gaming. As soon as the party is out of supplies, of course everyone is going to "hunt and gather" and would be pretty peeved if the DM is like....only one of you can gather. That just doesn't make sense. At the very least, include the help rule here, allow for one person to do the thing, another to give them advantage on the check. I can definitely see a lot of players who don't know exactly what to do would want to help another person. Better yet, just allow everyone to do it, and pile on expertise die for each person. Its technically less efficient than if everyone did different stuff, but hey if that's what people want to do, why not let them. [*]The section on "experienced travelers" threw me a bit, because it occurs before you explain the various activities. Ultimately it took me a few reads to understand it. I would greatly prefer if you just added a "veteran traveler" note (though how veteran are we talking here?) to the Busk and the Gather components areas. Also that Gather Component note is a BIG jump, we are going from 7 gold on average to 100, all for disadvantage (and there are a million ways players will come up to get advantage to counteract). [*]Underland Realm: I feel the cave in should be on a 1 (normally 20s are good!) [*]Open Road: I see this as more of a "layer" on top of a region rather than a region all to itself. Even a frozen waste can have an open road. [/LIST] [/QUOTE]
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