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<blockquote data-quote="hastur_nz" data-source="post: 7414646" data-attributes="member: 40592"><p>Yeah, I'd be very cautious about giving any benefit from having a rest, I mean do you want to reward the PC's for effectively doing nothing? By definition, camping outdoors should, at best, be the same as a night's rest in a luxury hotel, so using your idea, a night's rest in a safe city place always gives inspiration or suchlike?</p><p></p><p>The default 5e rules are already super-generous with a Long Rest - you get half your hit dice back, and all your hit points back, so one good night's rest and you are virtually fully re-set, two nights and you are 100%. Personally, I remove the hit points re-set, so at least day-by-day "turn of events" has a chance of whittling down resources (spells, hit dice, rations etc) and providing some interesting choices for the players (at least for lower levels - towards high levels, spells etc pretty much provide a daily reset button regardless).</p><p></p><p>I've only really tried to make overland travel a point of interest once recently, it worked OK, but not really as I expected it to; still too much grind of players doing the same kind of thing every day, rolling some dice, maybe losing some resources... The reason I used it, was because the journey was difficult and the challenge was "can you get to the Eye of the All Father, before running out of resources, and even if you do get there, how munted are you?" Because the journey was up into the Spine of the World, snow, ice and altitude were an ongoing and increasing threat, so simply holing up and resting a few days wasn't really an option - it's like climbing Mt Everest, you need to get there and get down asap before you die trying.</p><p></p><p>So I used the Navigation rules from a recent UA, and collated all the rules in PHB and DMG into a one-page cheat-sheet. Then I added a rule or two specific to the challenges of the mountains - some "random encounters" were with environmental challenges not just monsters, also each day you had a number of cliffs etc to traverse, and overnight you had to make Con(survival) checks with escalating DC from the debilitating effects of cold, wind, altitude etc. Instead of tracking HP, I just tracked "loss of Hit Dice", with failures resulting in loss of Hit Dice and/or Max Hit Dice (then Exhaustion, when HD run out). My players by-passed any real combats, but I did have a little "mini game" for combat in mind, a bit like Risk, which again just sped it up and resulted in loss if net Hit Dice. Each day, you could recover half your lost hit dice, but because my group wasn't very good at climbing etc, they got to the Eye with a couple of PC's fairly beaten up from the journey. They had plenty of rations, so didn't run out of food despite never successfully foraging. I didn't bother making a point of "how do you make camp?", especially after the first night, because basically they put up their big tent, got out their bed rolls, and went to sleep with the usual turns of watch - once you've got the standard order of events, there's no interesting decisions left for the players to make.</p><p></p><p>So that's my advice - focus on the Goal(s), then what Choices you expect your players to have to make in order to reach the Goal(s). If you can't come up with anything interesting, just flag it.</p><p></p><p>I'd never use this again, unless there was a compelling reason to try and make the actual journey an important part of the adventure. Mostly, I just hand-wave it with a few lines of description, maybe throw a "random encounter" in near the end / just before the destination, but even with my house-rule on hit point recovery, generally whatever happens on the journey from A to B is of no real consequence once the PC's get to B, so I don't labour it unless there's some specific plot points on the way.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7414646, member: 40592"] Yeah, I'd be very cautious about giving any benefit from having a rest, I mean do you want to reward the PC's for effectively doing nothing? By definition, camping outdoors should, at best, be the same as a night's rest in a luxury hotel, so using your idea, a night's rest in a safe city place always gives inspiration or suchlike? The default 5e rules are already super-generous with a Long Rest - you get half your hit dice back, and all your hit points back, so one good night's rest and you are virtually fully re-set, two nights and you are 100%. Personally, I remove the hit points re-set, so at least day-by-day "turn of events" has a chance of whittling down resources (spells, hit dice, rations etc) and providing some interesting choices for the players (at least for lower levels - towards high levels, spells etc pretty much provide a daily reset button regardless). I've only really tried to make overland travel a point of interest once recently, it worked OK, but not really as I expected it to; still too much grind of players doing the same kind of thing every day, rolling some dice, maybe losing some resources... The reason I used it, was because the journey was difficult and the challenge was "can you get to the Eye of the All Father, before running out of resources, and even if you do get there, how munted are you?" Because the journey was up into the Spine of the World, snow, ice and altitude were an ongoing and increasing threat, so simply holing up and resting a few days wasn't really an option - it's like climbing Mt Everest, you need to get there and get down asap before you die trying. So I used the Navigation rules from a recent UA, and collated all the rules in PHB and DMG into a one-page cheat-sheet. Then I added a rule or two specific to the challenges of the mountains - some "random encounters" were with environmental challenges not just monsters, also each day you had a number of cliffs etc to traverse, and overnight you had to make Con(survival) checks with escalating DC from the debilitating effects of cold, wind, altitude etc. Instead of tracking HP, I just tracked "loss of Hit Dice", with failures resulting in loss of Hit Dice and/or Max Hit Dice (then Exhaustion, when HD run out). My players by-passed any real combats, but I did have a little "mini game" for combat in mind, a bit like Risk, which again just sped it up and resulted in loss if net Hit Dice. Each day, you could recover half your lost hit dice, but because my group wasn't very good at climbing etc, they got to the Eye with a couple of PC's fairly beaten up from the journey. They had plenty of rations, so didn't run out of food despite never successfully foraging. I didn't bother making a point of "how do you make camp?", especially after the first night, because basically they put up their big tent, got out their bed rolls, and went to sleep with the usual turns of watch - once you've got the standard order of events, there's no interesting decisions left for the players to make. So that's my advice - focus on the Goal(s), then what Choices you expect your players to have to make in order to reach the Goal(s). If you can't come up with anything interesting, just flag it. I'd never use this again, unless there was a compelling reason to try and make the actual journey an important part of the adventure. Mostly, I just hand-wave it with a few lines of description, maybe throw a "random encounter" in near the end / just before the destination, but even with my house-rule on hit point recovery, generally whatever happens on the journey from A to B is of no real consequence once the PC's get to B, so I don't labour it unless there's some specific plot points on the way. [/QUOTE]
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