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<blockquote data-quote="iserith" data-source="post: 8190026" data-attributes="member: 97077"><p>Generally I have a town and a mega-dungeon or multiple smaller dungeons which are totally prepped before the start of the adventure or campaign. I usually have the variant encumbrance rule in effect (though armor and clothes weigh half when equipped). I usually mess with the length of short and long rests. Often, the only safe place to long rest is back in town.</p><p></p><p>Town is not a place for adventure in my games. I structure "town tasks" on par with downtime activities so they can be resolved quickly so we can get back to the adventure. Everyone does their thing, we roll as necessary, make adjustments, have a few colorful descriptions or the like and off we go.</p><p></p><p>I recommend establishing something the PCs can spend money on, be that magic items or 1:1 for XP (in the form of training in town). If you don't do gold = XP, then I suggest offering XP for monsters slain and NPCs befriended. Put all treasure behind exploration challenges. You can always adjust the XP awards to slow down advancement (or give out less treasure if you're doing gold = XP).</p></blockquote><p></p>
[QUOTE="iserith, post: 8190026, member: 97077"] Generally I have a town and a mega-dungeon or multiple smaller dungeons which are totally prepped before the start of the adventure or campaign. I usually have the variant encumbrance rule in effect (though armor and clothes weigh half when equipped). I usually mess with the length of short and long rests. Often, the only safe place to long rest is back in town. Town is not a place for adventure in my games. I structure "town tasks" on par with downtime activities so they can be resolved quickly so we can get back to the adventure. Everyone does their thing, we roll as necessary, make adjustments, have a few colorful descriptions or the like and off we go. I recommend establishing something the PCs can spend money on, be that magic items or 1:1 for XP (in the form of training in town). If you don't do gold = XP, then I suggest offering XP for monsters slain and NPCs befriended. Put all treasure behind exploration challenges. You can always adjust the XP awards to slow down advancement (or give out less treasure if you're doing gold = XP). [/QUOTE]
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