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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Purchasing, Carrying, and Expiring Supply
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<blockquote data-quote="RocjawCypher" data-source="post: 8457489" data-attributes="member: 7031072"><p>While going through the explanation of how exploration and supplies work, I got to thinking about a few things:</p><p>According to the Adventurer's Guide, "You can carry a number of days’ Supply equal to your Strength score, in addition to your equipment, weapons, and armor." Which would mean that for most players, you can stock up for a 10+ day journey without issue, at the expense of 5 or so gold. However, in the Example of Play section in the Trials and Treasures book on pg 116, it says </p><p></p><p>"Varskyle asks if the group has enough Supply for two days of travel. Krarg claims he can carry for more than just himself, but that the group should stock up before journeying out so each adventurer buys rations and filled waterskins together each is worth 1 Supply). When they head out every member of the party has 3 Supply, except for Krarg who carries 6 Supply."</p><p></p><p>It feels like that's a big feat for Krag! He has the capability to carry twice as much as everyone else- except that even a fairly weak wizard with a strength score of 8 can carry more than that without issue. In fact, it feels as though 8 supply pretty much negates the need to worry about losing supply for any journey that takes less than a week. That said, I did see the entry for Barrow Bread: "it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply." This could just be resistance to losing supply, but it also could be interpreted as supply spoils in less time than a week. If supply lasts until used, there's no reason for my players not to have way more supply than I can threaten. However, if it spoils in a few days, that seems a little too punishing- what's y'all's interpretation of the rules here? How do keep supply management relevant for a low level party?</p></blockquote><p></p>
[QUOTE="RocjawCypher, post: 8457489, member: 7031072"] While going through the explanation of how exploration and supplies work, I got to thinking about a few things: According to the Adventurer's Guide, "You can carry a number of days’ Supply equal to your Strength score, in addition to your equipment, weapons, and armor." Which would mean that for most players, you can stock up for a 10+ day journey without issue, at the expense of 5 or so gold. However, in the Example of Play section in the Trials and Treasures book on pg 116, it says "Varskyle asks if the group has enough Supply for two days of travel. Krarg claims he can carry for more than just himself, but that the group should stock up before journeying out so each adventurer buys rations and filled waterskins together each is worth 1 Supply). When they head out every member of the party has 3 Supply, except for Krarg who carries 6 Supply." It feels like that's a big feat for Krag! He has the capability to carry twice as much as everyone else- except that even a fairly weak wizard with a strength score of 8 can carry more than that without issue. In fact, it feels as though 8 supply pretty much negates the need to worry about losing supply for any journey that takes less than a week. That said, I did see the entry for Barrow Bread: "it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply." This could just be resistance to losing supply, but it also could be interpreted as supply spoils in less time than a week. If supply lasts until used, there's no reason for my players not to have way more supply than I can threaten. However, if it spoils in a few days, that seems a little too punishing- what's y'all's interpretation of the rules here? How do keep supply management relevant for a low level party? [/QUOTE]
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Purchasing, Carrying, and Expiring Supply
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