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<blockquote data-quote="Sadras" data-source="post: 7840358" data-attributes="member: 6688277"><p>You didn't like the roll due to the uncertainty it creates. So I ask you, at which point do you want the PCs to start auto gaining levels of exhaustion as opposed to rolling to see if they suffer from any? I'm not suggesting setting any DCs - there is no need if there is no roll, right?</p><p></p><p></p><p></p><p>Dude, how many encounters do you plan to cram into travel?</p><p>This system is for people who do not want 6-8 encounters during travel and 6-8 per day in a city. If you're running that many encounters then the standard rules are A-ok and you really have no leg to complain IMO.</p><p></p><p></p><p></p><p>You find it strange that in D&D characters become more experienced on how to manage/conserve their resources as they level up?</p><p></p><p></p><p></p><p>Just some backstory: So the poster who came up with this idea originally</p><p>(a) Had the DC set at 5 and 15 originally (I changed that to 5 and 10, 15 was excessive in my view).</p><p>(b) Travel Rests gave Advantage (I changed that to Long Rests).</p><p>(c) The modifier was Proficiency + Prime Stat, which I used for well over a year (at first level +5/+6 minimum with most characters as opposed to +4. In my pdf I mentioned why I didn't like that - due to a conversation with Blue about catering to a specific style).</p><p></p><p>I stuck with the 3 levels (as per the original poster)</p><p>Because the rules as they are, allow for <em>wizards</em> to recover (fully) in the midst of combat, 3 levels of exhaustion seem like a fitting trade (IF they fail).</p><p>Because I wanted Long Rests / walled safe cities to be valuable for <em>wizards </em>as it gently curbs their power (world-building wise).</p><p>Inherently overland travel becomes dangerous - something I wanted without having to cram 6-8 encounters.</p><p></p><p></p><p></p><p>If PCs are continuously running away and taking a full 24 hours to rest and then returning - chances are they are the next time they are walking into that dungeon they are walking into a TPK. If not, then I feel the enemies are not being played to their potential.</p><p>A full 24 hours means they return every 2nd day - that is a lot of time for dungeon denizens to share information and re-organise themselves. no?</p><p></p><p></p><p></p><p>Yes, because a <em>wizard</em> can push himself to regain his full spell allotment on the same day.</p><p></p><p></p><p></p><p>Not really. A Travel Rest doesn't cost you a FULL day. A Travel Rest doesn't reset your recovery after you have been travelling for 10 days (SR DC15, LR DC 20). A Travel Rest permits you to either remove 1 level of exhaustion or gain HD, not both....etc</p><p></p><p></p><p></p><p>Sure. But now I have players interested in the map, interested in the terrain, interested in the stories and tales of these places and the possible denizens they hide, interested in the time it will take.</p><p>Metagame or not, the players are behaving likes their characters.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7840358, member: 6688277"] You didn't like the roll due to the uncertainty it creates. So I ask you, at which point do you want the PCs to start auto gaining levels of exhaustion as opposed to rolling to see if they suffer from any? I'm not suggesting setting any DCs - there is no need if there is no roll, right? Dude, how many encounters do you plan to cram into travel? This system is for people who do not want 6-8 encounters during travel and 6-8 per day in a city. If you're running that many encounters then the standard rules are A-ok and you really have no leg to complain IMO. You find it strange that in D&D characters become more experienced on how to manage/conserve their resources as they level up? Just some backstory: So the poster who came up with this idea originally (a) Had the DC set at 5 and 15 originally (I changed that to 5 and 10, 15 was excessive in my view). (b) Travel Rests gave Advantage (I changed that to Long Rests). (c) The modifier was Proficiency + Prime Stat, which I used for well over a year (at first level +5/+6 minimum with most characters as opposed to +4. In my pdf I mentioned why I didn't like that - due to a conversation with Blue about catering to a specific style). I stuck with the 3 levels (as per the original poster) Because the rules as they are, allow for [I]wizards[/I] to recover (fully) in the midst of combat, 3 levels of exhaustion seem like a fitting trade (IF they fail). Because I wanted Long Rests / walled safe cities to be valuable for [I]wizards [/I]as it gently curbs their power (world-building wise). Inherently overland travel becomes dangerous - something I wanted without having to cram 6-8 encounters. If PCs are continuously running away and taking a full 24 hours to rest and then returning - chances are they are the next time they are walking into that dungeon they are walking into a TPK. If not, then I feel the enemies are not being played to their potential. A full 24 hours means they return every 2nd day - that is a lot of time for dungeon denizens to share information and re-organise themselves. no? Yes, because a [I]wizard[/I] can push himself to regain his full spell allotment on the same day. Not really. A Travel Rest doesn't cost you a FULL day. A Travel Rest doesn't reset your recovery after you have been travelling for 10 days (SR DC15, LR DC 20). A Travel Rest permits you to either remove 1 level of exhaustion or gain HD, not both....etc Sure. But now I have players interested in the map, interested in the terrain, interested in the stories and tales of these places and the possible denizens they hide, interested in the time it will take. Metagame or not, the players are behaving likes their characters. [/QUOTE]
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