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*Dungeons & Dragons
Running Tomb of Annihilation as a hexcrawl at higher level
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<blockquote data-quote="DEFCON 1" data-source="post: 7249742" data-attributes="member: 7006"><p>I do really like this way of thinking. Having a constant level of Exhaustion makes a lot of sense and accomplishes exactly what you're aiming for, which is something a PC just has to deal with and not trivialize away by looking for outs.</p><p></p><p>Were I to adopt this ruling for my own game if/when I run ToA... the one thing I'd really have to think about though is re-arranging the Exhaustion table. I actually use the Exhaustion table in replace of the 3 Deaths Saves table for my two CoS games... and I've found that Level 1 Exhaustion is actually one of the most irritating penalities of the entire chart. The 'disadvantage on all ability checks' pretty much kills the incentive of the player to do anything, especially when they are <em>constantly</em> under its influence. Exploration and Interaction just blows for the player when every single roll they make is Disad, Disad, Disad, Disad... I suppose that if a lot of combat encounters were expected to get dropped in all the time to break things up it wouldn't be as bad... but I know in CoS there have been several game sessions where my players *didn't* engage in combat, and as a result pretty much the player's entire night was just Disadvantaged rolling. Which really sucked from a player-enjoyment perspective, even if it was meant to punish the "PC".</p><p></p><p>With the ruling you're putting in place, I almost wonder if using the Exhaustion table as it stands is actually penalizing the PC the wrong way? What we're essentially saying is that if a player wants a bonus for their combat ability (heavy armor)... we're going to penalize them outside of combat (Disad on ability checks). Which to me feels kind of wrong. I almost think that *if* we're going to penalize a PC for gaining a combat bonus (higher AC), then the penalty coming from 1 level of Exhaustion should also be combat related. So I wonder if perhaps I might switch Levels 1 and 2 on the table, so that the heavily-armored individual is always moving at half-speed, and its only at Level 2 that they get Disadvantage on ability checks? (Or I might even go so far as move the non-combat penalty down to Level 3, so that Level 1 is half-speed, Level 2 is Disadvantage on attack rolls, and Level 3 is Disadvantage on ability checks.)</p><p></p><p>Truth be told... at the end of the day were I to incorporate something like this into the game for a ToA campaign... I almost suspect that I'd probably end up going in and jerry-rigging a whole new Exhaustion table altogether with different penalties, since I find "Just use Disadvantage!" as a penalty gets really repetitive when used for almost everything. I think there has to be other types of penalties that could be incorporated, especially ones that relate specifically to over-heating while jungle exploring.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7249742, member: 7006"] I do really like this way of thinking. Having a constant level of Exhaustion makes a lot of sense and accomplishes exactly what you're aiming for, which is something a PC just has to deal with and not trivialize away by looking for outs. Were I to adopt this ruling for my own game if/when I run ToA... the one thing I'd really have to think about though is re-arranging the Exhaustion table. I actually use the Exhaustion table in replace of the 3 Deaths Saves table for my two CoS games... and I've found that Level 1 Exhaustion is actually one of the most irritating penalities of the entire chart. The 'disadvantage on all ability checks' pretty much kills the incentive of the player to do anything, especially when they are [I]constantly[/I] under its influence. Exploration and Interaction just blows for the player when every single roll they make is Disad, Disad, Disad, Disad... I suppose that if a lot of combat encounters were expected to get dropped in all the time to break things up it wouldn't be as bad... but I know in CoS there have been several game sessions where my players *didn't* engage in combat, and as a result pretty much the player's entire night was just Disadvantaged rolling. Which really sucked from a player-enjoyment perspective, even if it was meant to punish the "PC". With the ruling you're putting in place, I almost wonder if using the Exhaustion table as it stands is actually penalizing the PC the wrong way? What we're essentially saying is that if a player wants a bonus for their combat ability (heavy armor)... we're going to penalize them outside of combat (Disad on ability checks). Which to me feels kind of wrong. I almost think that *if* we're going to penalize a PC for gaining a combat bonus (higher AC), then the penalty coming from 1 level of Exhaustion should also be combat related. So I wonder if perhaps I might switch Levels 1 and 2 on the table, so that the heavily-armored individual is always moving at half-speed, and its only at Level 2 that they get Disadvantage on ability checks? (Or I might even go so far as move the non-combat penalty down to Level 3, so that Level 1 is half-speed, Level 2 is Disadvantage on attack rolls, and Level 3 is Disadvantage on ability checks.) Truth be told... at the end of the day were I to incorporate something like this into the game for a ToA campaign... I almost suspect that I'd probably end up going in and jerry-rigging a whole new Exhaustion table altogether with different penalties, since I find "Just use Disadvantage!" as a penalty gets really repetitive when used for almost everything. I think there has to be other types of penalties that could be incorporated, especially ones that relate specifically to over-heating while jungle exploring. [/QUOTE]
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