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*Dungeons & Dragons
Taking the "Dungeons" out of D&D
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<blockquote data-quote="Shiroiken" data-source="post: 8084672" data-attributes="member: 6775477"><p>Political intrigue adventures can run similar to a dungeon in form and function, because time constraints can easily limit resting. This leaves overland travel/exploration as the problem, since putting enough challenge into a day is both difficult, and unfair to short rest classes. </p><p></p><p>On solution is using the Gritty Realism optional rule. Making characters need to take 7 days for a long rest means that they'll travel several days, then need to rest a week once they're safe. The downside to this is that if you have a site for detailed exploration (similar to a dungeon), you have to limit it considerably or else the party won't have enough resources to return to safety. You could switch between Gritty Realism and standard resting depending on the type of adventuring, but I find this option contrived and unrealistic.</p><p></p><p>If you want to have adventure at locations, but want the overland travel to have consequences, I'd suggest stealing the exploration rules from the Middle Earth book (sorry, forgot the name). Some adjustment will be required, but it's not that difficult.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8084672, member: 6775477"] Political intrigue adventures can run similar to a dungeon in form and function, because time constraints can easily limit resting. This leaves overland travel/exploration as the problem, since putting enough challenge into a day is both difficult, and unfair to short rest classes. On solution is using the Gritty Realism optional rule. Making characters need to take 7 days for a long rest means that they'll travel several days, then need to rest a week once they're safe. The downside to this is that if you have a site for detailed exploration (similar to a dungeon), you have to limit it considerably or else the party won't have enough resources to return to safety. You could switch between Gritty Realism and standard resting depending on the type of adventuring, but I find this option contrived and unrealistic. If you want to have adventure at locations, but want the overland travel to have consequences, I'd suggest stealing the exploration rules from the Middle Earth book (sorry, forgot the name). Some adjustment will be required, but it's not that difficult. [/QUOTE]
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Taking the "Dungeons" out of D&D
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