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On Behavioral Realism
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<blockquote data-quote="Celebrim" data-source="post: 7948335" data-attributes="member: 4937"><p>In my game, to sleep you have to make a Con check with a DC set by your situation. Failure means you got a bad night sleep and are fatigued the next day. So 'camping out' has a real cost to it, and a good bed is worthwhile. </p><p></p><p>Likewise, you must make monthly Fort saves to avoid contracting disease (and more frequent checks if exposed). The DC depends on how well you've been living. Roughing it, eating bad food, or buying cheap rooms carries a cost.</p><p></p><p>In most cases, the PC's are interacting with a society that expects cleanliness. If they aren't cleaned up, then I'll apply penalties in social situations. If they don't dress well, then they get social penalties in situations where they are interacting with people of rank (and likewise forgo the bonuses they might otherwise have owing to their own rank).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7948335, member: 4937"] In my game, to sleep you have to make a Con check with a DC set by your situation. Failure means you got a bad night sleep and are fatigued the next day. So 'camping out' has a real cost to it, and a good bed is worthwhile. Likewise, you must make monthly Fort saves to avoid contracting disease (and more frequent checks if exposed). The DC depends on how well you've been living. Roughing it, eating bad food, or buying cheap rooms carries a cost. In most cases, the PC's are interacting with a society that expects cleanliness. If they aren't cleaned up, then I'll apply penalties in social situations. If they don't dress well, then they get social penalties in situations where they are interacting with people of rank (and likewise forgo the bonuses they might otherwise have owing to their own rank). [/QUOTE]
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