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[OOC] Uller's Out of the Abyss
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<blockquote data-quote="Uller" data-source="post: 6829330" data-attributes="member: 413"><p>That's fine. I want to take my time with planning out the next bit and describing it. So I'm rereading a couple of the chapters. It may be a few days. Hockey season is in it's busiest time over the next three weeks then life for me suddenly becomes a lot less busy...today we have 3 games between my two kids...</p><p></p><p>One of the things I do is I assume that your PCs are expert in things that you aren't. Foraging, navigation, tactical movement, tracking and avoiding being tracked, etc are all things some of your PCs or various NPCs would understand far better than any of us.</p><p></p><p>So with that in mind I am going to review the rules for those things and summarize them from a meta-POV. Just like none of us really understand how to fight gigantic monsters that can shoot lightning out of their bums but we understand AC and attack modifiers and the action economy...So I think it is fair that as players you understand what checks, skills, etc you can use and what the rewards/consequences generally are. I don't want to give you perfect knowledge...some things should seem mysterious. But I at least want you to know some of your options. For instance, you can use survival checks to cover your tracks/confuse any pursuers. Travel pace will determine whether pursuers gain on you, lose you or maintain their pursuit but will also effect how long it takes you to arrive, chances of becoming lost, how well you can forage and your chances of being ambushed or ambushing potential threats. And so on...</p><p></p><p>As for Hero Points/Inspiration, let's stick with Inspiration for now but with the following caveats:</p><p></p><p>Everyone gains inspiration at the start of each "chapter" (such as now). Players (or the DM) may award inspiration to those that no longer have it for interesting RP and actions that add to the enjoyment of the group. With this group I don't expect any "abuse" of that, but if it starts seeming like too much then I'll change it. Inspiration seems to work best in this format being able to use it after the fact. That makes it pretty powerful, I know. The only caveat I'm going to add is that if you make a roll with disadvantage where you might want to use inspiration, go ahead and roll twice. If you then decide to use inspiration to remove disadvantage what that means is you remove the _second_ roll. You don't get to reroll the first one. Clear as mud?</p></blockquote><p></p>
[QUOTE="Uller, post: 6829330, member: 413"] That's fine. I want to take my time with planning out the next bit and describing it. So I'm rereading a couple of the chapters. It may be a few days. Hockey season is in it's busiest time over the next three weeks then life for me suddenly becomes a lot less busy...today we have 3 games between my two kids... One of the things I do is I assume that your PCs are expert in things that you aren't. Foraging, navigation, tactical movement, tracking and avoiding being tracked, etc are all things some of your PCs or various NPCs would understand far better than any of us. So with that in mind I am going to review the rules for those things and summarize them from a meta-POV. Just like none of us really understand how to fight gigantic monsters that can shoot lightning out of their bums but we understand AC and attack modifiers and the action economy...So I think it is fair that as players you understand what checks, skills, etc you can use and what the rewards/consequences generally are. I don't want to give you perfect knowledge...some things should seem mysterious. But I at least want you to know some of your options. For instance, you can use survival checks to cover your tracks/confuse any pursuers. Travel pace will determine whether pursuers gain on you, lose you or maintain their pursuit but will also effect how long it takes you to arrive, chances of becoming lost, how well you can forage and your chances of being ambushed or ambushing potential threats. And so on... As for Hero Points/Inspiration, let's stick with Inspiration for now but with the following caveats: Everyone gains inspiration at the start of each "chapter" (such as now). Players (or the DM) may award inspiration to those that no longer have it for interesting RP and actions that add to the enjoyment of the group. With this group I don't expect any "abuse" of that, but if it starts seeming like too much then I'll change it. Inspiration seems to work best in this format being able to use it after the fact. That makes it pretty powerful, I know. The only caveat I'm going to add is that if you make a roll with disadvantage where you might want to use inspiration, go ahead and roll twice. If you then decide to use inspiration to remove disadvantage what that means is you remove the _second_ roll. You don't get to reroll the first one. Clear as mud? [/QUOTE]
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