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Setting a campaign on a river
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<blockquote data-quote="Yora" data-source="post: 8359559" data-attributes="member: 6670763"><p>At the very least, automatic success could still require the normal time for foraging. While it wouldn't lead to situations where PCs are lost in the wilds without supplies and have to go on an adventure just to get some food, it might still end up as factor for tension for groups that are being hunted. In that case they might not really have much choice and just accept that they will have to deal with an additional random encounter check that might lead to their pursuers finding them, instead of trying to press on with penalties for starvation, but it still becomes a factor in the story.</p><p></p><p>I'm not sure how common bad water is in wild rivers with heavy circulation, but introducing the idea that PCs have a small chance to get sick if they drink the "default" water instead of foraging for "premium water" could be an interesting addition to river travel.</p></blockquote><p></p>
[QUOTE="Yora, post: 8359559, member: 6670763"] At the very least, automatic success could still require the normal time for foraging. While it wouldn't lead to situations where PCs are lost in the wilds without supplies and have to go on an adventure just to get some food, it might still end up as factor for tension for groups that are being hunted. In that case they might not really have much choice and just accept that they will have to deal with an additional random encounter check that might lead to their pursuers finding them, instead of trying to press on with penalties for starvation, but it still becomes a factor in the story. I'm not sure how common bad water is in wild rivers with heavy circulation, but introducing the idea that PCs have a small chance to get sick if they drink the "default" water instead of foraging for "premium water" could be an interesting addition to river travel. [/QUOTE]
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Setting a campaign on a river
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