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Optimum and/or Fun Party of 6 for ToA?
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<blockquote data-quote="CapnZapp" data-source="post: 7243206" data-attributes="member: 12731"><p>Not exactly conjecture, but something severely overblown - the drawback of wearing heavy armor is that you get disadvantage on a dehydration Consitution save to avoid exhaustion. </p><p></p><p>But if you drink (2 gallons of) water you never have to do this save, so it's mostly hot air.</p><p></p><p>Personally I find such mundane "challenges" uninteresting. Not to mention all those extra die rolls if you do get exposed to dehydration (and diseased water, and leeches and what not).</p><p></p><p>How about doing away with all that clutter and instead simply saying</p><p></p><p><em>If you wear heavy armor your minimum exhaustion level is not zero, but one.</em> </p><p></p><p>No longer do you have to fuss with rules and die rolls - and the equipment (or spells) that trivially does away with these rules and die rolls anyway!</p><p></p><p>Instead you have a drawback that really is and remains a drawback. It takes away the focus from "how will I avoid this atmospheric penalty so I can play just like I was back in the Sword Coast" and instead encourages players to survive with the penalty as befitting a new strange environment.</p><p></p><p>Perhaps they can find a solution through adventure instead of through administration or simple spellcasting? Perhaps something akin to how the adventure offers flight (at Kir Sabal). </p><p></p><p>There could be a legendary gold statuette that, when looted, will make a Merchant Prince give you a magical doodad that lets the party's heavy armor wearer endure the elements?</p><p></p><p>In all:</p><p>- skip the clutter that not only means a load of extra die rolls but is trivially but boringly circumvented anyway</p><p>- focus on the adventure, not quartermastering</p><p>- allow a solution, but one that mainly adventurers can achieve</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7243206, member: 12731"] Not exactly conjecture, but something severely overblown - the drawback of wearing heavy armor is that you get disadvantage on a dehydration Consitution save to avoid exhaustion. But if you drink (2 gallons of) water you never have to do this save, so it's mostly hot air. Personally I find such mundane "challenges" uninteresting. Not to mention all those extra die rolls if you do get exposed to dehydration (and diseased water, and leeches and what not). How about doing away with all that clutter and instead simply saying [I]If you wear heavy armor your minimum exhaustion level is not zero, but one.[/I] No longer do you have to fuss with rules and die rolls - and the equipment (or spells) that trivially does away with these rules and die rolls anyway! Instead you have a drawback that really is and remains a drawback. It takes away the focus from "how will I avoid this atmospheric penalty so I can play just like I was back in the Sword Coast" and instead encourages players to survive with the penalty as befitting a new strange environment. Perhaps they can find a solution through adventure instead of through administration or simple spellcasting? Perhaps something akin to how the adventure offers flight (at Kir Sabal). There could be a legendary gold statuette that, when looted, will make a Merchant Prince give you a magical doodad that lets the party's heavy armor wearer endure the elements? In all: - skip the clutter that not only means a load of extra die rolls but is trivially but boringly circumvented anyway - focus on the adventure, not quartermastering - allow a solution, but one that mainly adventurers can achieve [/QUOTE]
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