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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Reflections on Exploration rules in play
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<blockquote data-quote="Waller" data-source="post: 8558971" data-attributes="member: 6747584"><p>It's buried in a sidebar, but you only get full XP on a critical success. Not that that substantively changes the point, but it took me a while to notice that.</p><p></p><p>[ATTACH=full]152578[/ATTACH]</p><p></p><p>I agree that the challenges tend to be smoothed out so the efefcts aren't too severe, and that the success and failure results should be more extreme than those in the book. It looks like they played it safe, but those rewards and penalties are all just suggestions, so it's up to you what feels right for your group. I like to make the failure inflict fatigue at a minimum, along with Supply, and the success get a boon or discovery. The crits are just more extreme versions of those.</p><p></p><p>What would be really handy is a table of suggested penalties/rewards per CR, maybe with a 'standard' version and a more 'extreme' version. I suspect a lot of Narrators would use the more extreme one.</p><p></p><p>I also think the XP rewards should be less as unlike combat, death is not a possible outcome. There isn't a comparable risk.</p><p></p><p><strong>CR 1</strong></p><p><strong>Crit Failure</strong> 2 fatigue, 2d6 Supply each, 2 hit dice - no XP</p><p><strong>Failure </strong>1 fatigue, 1d6 Supply each, 1 hit die - no XP</p><p><strong>Success</strong> boon/discovery - quarter XP</p><p><strong>Crit </strong>boon/discovery - half XP</p><p></p><p>That's all RAW, as the book says -- the Narrator decides on the outcome and rewards.</p><p></p><p>[ATTACH=full]152579[/ATTACH]</p></blockquote><p></p>
[QUOTE="Waller, post: 8558971, member: 6747584"] It's buried in a sidebar, but you only get full XP on a critical success. Not that that substantively changes the point, but it took me a while to notice that. [ATTACH type="full" alt="xp.png"]152578[/ATTACH] I agree that the challenges tend to be smoothed out so the efefcts aren't too severe, and that the success and failure results should be more extreme than those in the book. It looks like they played it safe, but those rewards and penalties are all just suggestions, so it's up to you what feels right for your group. I like to make the failure inflict fatigue at a minimum, along with Supply, and the success get a boon or discovery. The crits are just more extreme versions of those. What would be really handy is a table of suggested penalties/rewards per CR, maybe with a 'standard' version and a more 'extreme' version. I suspect a lot of Narrators would use the more extreme one. I also think the XP rewards should be less as unlike combat, death is not a possible outcome. There isn't a comparable risk. [B]CR 1 Crit Failure[/B] 2 fatigue, 2d6 Supply each, 2 hit dice - no XP [B]Failure [/B]1 fatigue, 1d6 Supply each, 1 hit die - no XP [B]Success[/B] boon/discovery - quarter XP [B]Crit [/B]boon/discovery - half XP That's all RAW, as the book says -- the Narrator decides on the outcome and rewards. [ATTACH type="full" alt="out.png"]152579[/ATTACH] [/QUOTE]
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Reflections on Exploration rules in play
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