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Reorganized Exhaustion Chart?
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<blockquote data-quote="iserith" data-source="post: 7342893" data-attributes="member: 97077"><p>There's sort of this mini-game I have in place for dealing with city activities in my Planescape game. Since the players aren't from Sigil and it's big and confusing, traveling from one ward to another and "unlocking" new locations is something they can do. (Unlocking locations gives them additional options for activities.) A bad die result means exhaustion though which then impacts subsequent activities that day due to disadvantage on ability checks. If you choose to pit fight, you can make some jink doing that, but you risk exhaustion as well. I also offer certain location-specific risks. For example, after the PCs unlocked the Fhurling Bridge location, they can now use that bridge as a shortcut to gain advantage on their check to travel/explore between the Hive Ward and Lower Ward; however, it's in a terrible state of disrepair, so you have to make a Dex save to avoid taking a level of exhaustion if you use it. It's a risk, but for some PCs, it's better than hiring a tout (guide) which also grants advantage on the check, but is quite expensive.</p><p></p><p>For planewalking, there's also risk of exhaustion due to extreme environmental effects (depending on the plane), lack of proper supplies, and forced marches.</p><p></p><p>Exhaustion - I'm a fan!</p></blockquote><p></p>
[QUOTE="iserith, post: 7342893, member: 97077"] There's sort of this mini-game I have in place for dealing with city activities in my Planescape game. Since the players aren't from Sigil and it's big and confusing, traveling from one ward to another and "unlocking" new locations is something they can do. (Unlocking locations gives them additional options for activities.) A bad die result means exhaustion though which then impacts subsequent activities that day due to disadvantage on ability checks. If you choose to pit fight, you can make some jink doing that, but you risk exhaustion as well. I also offer certain location-specific risks. For example, after the PCs unlocked the Fhurling Bridge location, they can now use that bridge as a shortcut to gain advantage on their check to travel/explore between the Hive Ward and Lower Ward; however, it's in a terrible state of disrepair, so you have to make a Dex save to avoid taking a level of exhaustion if you use it. It's a risk, but for some PCs, it's better than hiring a tout (guide) which also grants advantage on the check, but is quite expensive. For planewalking, there's also risk of exhaustion due to extreme environmental effects (depending on the plane), lack of proper supplies, and forced marches. Exhaustion - I'm a fan! [/QUOTE]
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