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Travel times and distances
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<blockquote data-quote="MoutonRustique" data-source="post: 6692583" data-attributes="member: 22362"><p>A thing which is rarely brought up (at least, as far as I've seen) and that could be very interesting is using HP as a travel resource.</p><p></p><p>For those where HP is meat - this won't make sense. So... yeah, stop reading I guess?</p><p></p><p>For those who espouse the idea that HP are a wide combination of factors - including fatigue, moral and such, travel could very well have an HP cost.</p><p></p><p>Now, in this edition, there are a few ways to approach this and have it still make sense :</p><p> - you can have the "implicit" equivalent to 13thAge's "tier environments"</p><p> - you can accept that higher level characters can travel further</p><p> - you can use % of hp for damage</p><p> - something else, someone smarter will figure out</p><p></p><p>As to the first option, I believe it is the better idea. You set a certain "difficulty" to different "zones" or "terrains" and then travel through this costs hp - ex: 1d10hp/hour of travel would be a very deadly zone (dangerous volcanic area with roaming mephits and such). Since this isn't "combat damage", you could very easily allow for HD to be spent during the course of travel (w/o requiring a specific short rest)</p><p></p><p>Travel could incur an automatic hp loss, only a failed check, or both (automatic base, added on failed check).</p><p></p><p>This really adds the idea that travel is <em>taxing</em>.</p><p></p><p>It's also offers easy means of increased or decreased effort : </p><p> - more gear, higher dmg die</p><p> - forced speed, penalty on checks</p><p> - mounts, reduce dmg die</p><p> - guide, advantage on check</p><p> - etc</p><p></p><p>I'm leaving this here for someone else to run with... because I'm lazy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6692583, member: 22362"] A thing which is rarely brought up (at least, as far as I've seen) and that could be very interesting is using HP as a travel resource. For those where HP is meat - this won't make sense. So... yeah, stop reading I guess? For those who espouse the idea that HP are a wide combination of factors - including fatigue, moral and such, travel could very well have an HP cost. Now, in this edition, there are a few ways to approach this and have it still make sense : - you can have the "implicit" equivalent to 13thAge's "tier environments" - you can accept that higher level characters can travel further - you can use % of hp for damage - something else, someone smarter will figure out As to the first option, I believe it is the better idea. You set a certain "difficulty" to different "zones" or "terrains" and then travel through this costs hp - ex: 1d10hp/hour of travel would be a very deadly zone (dangerous volcanic area with roaming mephits and such). Since this isn't "combat damage", you could very easily allow for HD to be spent during the course of travel (w/o requiring a specific short rest) Travel could incur an automatic hp loss, only a failed check, or both (automatic base, added on failed check). This really adds the idea that travel is [I]taxing[/I]. It's also offers easy means of increased or decreased effort : - more gear, higher dmg die - forced speed, penalty on checks - mounts, reduce dmg die - guide, advantage on check - etc I'm leaving this here for someone else to run with... because I'm lazy :) [/QUOTE]
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