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<blockquote data-quote="Connorsrpg" data-source="post: 5949995" data-attributes="member: 19265"><p><strong>Re Food & Encumbrance</strong></p><p></p><p>[MENTION=106]WSmith[/MENTION]</p><p></p><p>Thanks for your question and thoughts. Yes, I love the focus going back on exploration. I built a fair bit of travel and several wilderness encounters into the playtest.</p><p></p><p>Unfortunately, food wasn't a problem. Town was 3-4 days away and the PCs carried enough. Then the Keep on the Borderlands was chocked with foodstuffs that the humanoid raiders had taken from the caravan raids, so it never came up <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> They did run short of water on one trip, but never actually went a full day without.</p><p></p><p>Some carried kegs of water on their shoulders. (Good thing they did, b/c that was what they traded with the orcs).</p><p></p><p>I didn't track encumbrance for this. I usually do, but the PCs did not take on too much. I simply said PCs carrying kegs were reduced by 1 for their overland speed, but given the movement rate was 5 anyway it did not affect anything (as dwarves aren't slowed when encumbered).</p><p></p><p>How would I handle things? Probably with Constitution checks. I would probably remove their access to Hit Dice (like surges), and, especially for water, they act with disadvantage. Once hit die go, a failed save = Death.</p><p></p><p>We did have a couple of PCs struggle with the heat. On a Warm day I asked for one easy CON check (DC 10) if they travelled during the heat. Failed checks had disadvantage on all checks until rested and watered. For hot days I called for 2 checks. That seemed a solid off-the-cuff call (though looking back I could have limited access to Hit Dice instead or as well as a cumulative thing). When a player explained how a skill of theirs would help (like Survival) I allowed them to add that to the roll.</p><p></p><p>My players are all very cool with me just calling for rolls and suffereing the consequences if they fail. Mind you, I am very open the other way too. (I care little for a balanced fight and if the PCs are prepared or just get lucky, well I let them have all the advantages available. (This was the exact case with the encounter at the keep). <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5949995, member: 19265"] [b]Re Food & Encumbrance[/b] [MENTION=106]WSmith[/MENTION] Thanks for your question and thoughts. Yes, I love the focus going back on exploration. I built a fair bit of travel and several wilderness encounters into the playtest. Unfortunately, food wasn't a problem. Town was 3-4 days away and the PCs carried enough. Then the Keep on the Borderlands was chocked with foodstuffs that the humanoid raiders had taken from the caravan raids, so it never came up :( They did run short of water on one trip, but never actually went a full day without. Some carried kegs of water on their shoulders. (Good thing they did, b/c that was what they traded with the orcs). I didn't track encumbrance for this. I usually do, but the PCs did not take on too much. I simply said PCs carrying kegs were reduced by 1 for their overland speed, but given the movement rate was 5 anyway it did not affect anything (as dwarves aren't slowed when encumbered). How would I handle things? Probably with Constitution checks. I would probably remove their access to Hit Dice (like surges), and, especially for water, they act with disadvantage. Once hit die go, a failed save = Death. We did have a couple of PCs struggle with the heat. On a Warm day I asked for one easy CON check (DC 10) if they travelled during the heat. Failed checks had disadvantage on all checks until rested and watered. For hot days I called for 2 checks. That seemed a solid off-the-cuff call (though looking back I could have limited access to Hit Dice instead or as well as a cumulative thing). When a player explained how a skill of theirs would help (like Survival) I allowed them to add that to the roll. My players are all very cool with me just calling for rolls and suffereing the consequences if they fail. Mind you, I am very open the other way too. (I care little for a balanced fight and if the PCs are prepared or just get lucky, well I let them have all the advantages available. (This was the exact case with the encounter at the keep). :) [/QUOTE]
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