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Making a camp
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7414225" data-attributes="member: 6871653"><p>As I know you play AiME, I'll say that you could always try to create a ''Camp Phase'' for the party at the end of the day to see if they get a long rest and how good this rest is. </p><p><strong>Camp Phase</strong></p><p><strong></strong>Party member choose a role (lets call them Duties) there's only 4 roles, so party members can double up on different task, but only one player makes the check. Checks are made against DC is 10+ Modifier decided by the terrain, weather and location.</p><p>Duty:</p><p>- <strong>Sentinel</strong>: Protect the camp. Makes a perception check against Camp DC, if successful, the DM rolls 2 times on to see if the party gets a random encounter this night and take the lowest. (I personally roll 1d20 and get a random encounter on 16+, but you can adapt the bonus depending on how you roll rest interruption)</p><p></p><p>- <strong>Quartermaster</strong>: Oversee the installation of the camp and the use of equipment: Rolls intelligence against DC (a PC with pertinent Tools can roll with advantage). On a success the party recovers 1 extra level of Exhaustion while resting.</p><p></p><p>- <strong>Hunter</strong>: Gathers and prepare rations for the party. Rolls Survival against Camp DC (Character can roll with Advantage is he's trained with Cook Tools or expand a hunting snare (see PHB)). On a success the Party as advantage against Poison and Disease checks and dont need to expand rations for this day.</p><p></p><p>- <strong>Stalwart</strong>: In charge of keeping morale through tales, songs and faith. Rolls Performance against Camp DC (Characters with a pertinent skills can roll with advantage). On a successful roll, the members start the day with Inspiration. </p><p></p><p>I think this would make a fun mini game without having strong bonus or harsh penalties.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7414225, member: 6871653"] As I know you play AiME, I'll say that you could always try to create a ''Camp Phase'' for the party at the end of the day to see if they get a long rest and how good this rest is. [B]Camp Phase [/B]Party member choose a role (lets call them Duties) there's only 4 roles, so party members can double up on different task, but only one player makes the check. Checks are made against DC is 10+ Modifier decided by the terrain, weather and location. Duty: - [B]Sentinel[/B]: Protect the camp. Makes a perception check against Camp DC, if successful, the DM rolls 2 times on to see if the party gets a random encounter this night and take the lowest. (I personally roll 1d20 and get a random encounter on 16+, but you can adapt the bonus depending on how you roll rest interruption) - [B]Quartermaster[/B]: Oversee the installation of the camp and the use of equipment: Rolls intelligence against DC (a PC with pertinent Tools can roll with advantage). On a success the party recovers 1 extra level of Exhaustion while resting. - [B]Hunter[/B]: Gathers and prepare rations for the party. Rolls Survival against Camp DC (Character can roll with Advantage is he's trained with Cook Tools or expand a hunting snare (see PHB)). On a success the Party as advantage against Poison and Disease checks and dont need to expand rations for this day. - [B]Stalwart[/B]: In charge of keeping morale through tales, songs and faith. Rolls Performance against Camp DC (Characters with a pertinent skills can roll with advantage). On a successful roll, the members start the day with Inspiration. I think this would make a fun mini game without having strong bonus or harsh penalties. [/QUOTE]
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