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<blockquote data-quote="hawkeyefan" data-source="post: 7175477" data-attributes="member: 6785785"><p>Those are some good questions. I think you have to look at it from the vantage of what is to be gained or lost.</p><p></p><p>If you limit the classes so strictly, you gain what? An increase in survival challenges? But you lose about 5 of the core classes....so that's pretty severe.</p><p></p><p>So instead, see if you can work out something else that increases difficulty of survival challenges. You can always simply raise DCs, although that may backfire by govig one PC a shot at success and the rest pretty much an autofail. </p><p></p><p>Would there be some other way to make survival a compelling part of the game beyond Survival Slill Checks? I'd not worry so much about having PCs who are skilled as I would designing encounters and challenges that evoke that dangerous environment vibe you want. </p><p></p><p>So not so much a high DC skill check to see if they can find a clean water source...but instead finding the source in the hands of enemies, or having to defend it from enemies. Have one of the PCs get poisoned by some creature, and the Bard knows that there's a plant that can cure the poison, but it only grows on the craggly mountain near the center of the island. </p><p></p><p>I think it'd be better to approach the idea from that angle rather than to restrict class choices. This way, you actually can highlight the characters that are skilled in Survival and related lore, which means they're interacting and exploring their environment instead of simply being defeated by it.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7175477, member: 6785785"] Those are some good questions. I think you have to look at it from the vantage of what is to be gained or lost. If you limit the classes so strictly, you gain what? An increase in survival challenges? But you lose about 5 of the core classes....so that's pretty severe. So instead, see if you can work out something else that increases difficulty of survival challenges. You can always simply raise DCs, although that may backfire by govig one PC a shot at success and the rest pretty much an autofail. Would there be some other way to make survival a compelling part of the game beyond Survival Slill Checks? I'd not worry so much about having PCs who are skilled as I would designing encounters and challenges that evoke that dangerous environment vibe you want. So not so much a high DC skill check to see if they can find a clean water source...but instead finding the source in the hands of enemies, or having to defend it from enemies. Have one of the PCs get poisoned by some creature, and the Bard knows that there's a plant that can cure the poison, but it only grows on the craggly mountain near the center of the island. I think it'd be better to approach the idea from that angle rather than to restrict class choices. This way, you actually can highlight the characters that are skilled in Survival and related lore, which means they're interacting and exploring their environment instead of simply being defeated by it. [/QUOTE]
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