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<blockquote data-quote="Charlaquin" data-source="post: 8422731" data-attributes="member: 6779196"><p>Not in my experience. I mean, technically yes, but you don’t tend to go adventuring in “most environments.” Certainly dungeons are not places where foraging is usually possible.</p><p></p><p>Yeah, foraging is definitely useful when it’s possible. But it isn’t always, and you don’t always succeed when it is, so it’s important to have something in reserve. Again though, it’s probably reasonable to have someone else in the party carry it if you need.</p><p></p><p>Good point!</p><p></p><p>Depends how closely they want to have to stick together, and how much they want to risk being without one if something happens to the character(s) who do have one.</p><p></p><p>Right, so like I said, if there’s someone else in the party who can carry it for you. (Relying on Darkvision alone is a bad policy since you still have disadvantage on Wis checks relying on sight without a light source.)</p><p></p><p>Eh, different DMs will rule differently here. Nothing says they don’t need warmth or shelter when they sleep, so in games where it’s likely to matter whether you have stuff like bedrolls and tents, I don’t think being a Plasmoid is likely to exempt you. I’ll grant though that most DMs handwave this for everyone.</p><p></p><p>Right, and more water consumed means more water you need to carry (water is very unlikely to be forageable in environments where extreme heat is likely to be an obstacle.) Its also good to consider things like rain, snow, heavy winds, etc. Whatever weather you anticipate possibly encountering, it’s smart to bring gear to help protect you from it.</p><p></p><p>That it might. And climbing gear is useful whether you’re trained in athletics or not. 9th level you’re very likely to be near the end of a campaign anyway.</p><p></p><p>Sure, but they are likely to need at least some of it some of the time. And as I’ve said numerous times, you can probably get away with getting another party member to carry it for you. But it’s something to keep in mind all the same.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8422731, member: 6779196"] Not in my experience. I mean, technically yes, but you don’t tend to go adventuring in “most environments.” Certainly dungeons are not places where foraging is usually possible. Yeah, foraging is definitely useful when it’s possible. But it isn’t always, and you don’t always succeed when it is, so it’s important to have something in reserve. Again though, it’s probably reasonable to have someone else in the party carry it if you need. Good point! Depends how closely they want to have to stick together, and how much they want to risk being without one if something happens to the character(s) who do have one. Right, so like I said, if there’s someone else in the party who can carry it for you. (Relying on Darkvision alone is a bad policy since you still have disadvantage on Wis checks relying on sight without a light source.) Eh, different DMs will rule differently here. Nothing says they don’t need warmth or shelter when they sleep, so in games where it’s likely to matter whether you have stuff like bedrolls and tents, I don’t think being a Plasmoid is likely to exempt you. I’ll grant though that most DMs handwave this for everyone. Right, and more water consumed means more water you need to carry (water is very unlikely to be forageable in environments where extreme heat is likely to be an obstacle.) Its also good to consider things like rain, snow, heavy winds, etc. Whatever weather you anticipate possibly encountering, it’s smart to bring gear to help protect you from it. That it might. And climbing gear is useful whether you’re trained in athletics or not. 9th level you’re very likely to be near the end of a campaign anyway. Sure, but they are likely to need at least some of it some of the time. And as I’ve said numerous times, you can probably get away with getting another party member to carry it for you. But it’s something to keep in mind all the same. [/QUOTE]
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