tag:blogger.com,1999:blog-2657266526705426756.post7135486002650060704..comments2024-03-26T04:58:54.326-04:00Comments on The Wandering Gamist: Wilderness and Attritionjedavishttp://www.blogger.com/profile/08586249502818922886noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2657266526705426756.post-82898052293555687502016-06-24T08:42:07.162-04:002016-06-24T08:42:07.162-04:00Good points all. Encumbrance in particular is pal...Good points all. Encumbrance in particular is palm-to-forehead "why didn't I think of that", because rations have been a huge problem for my slow-moving players. I recall them bringing four fully-laden mules of food and water for a journey of something like 30 miles round-trip. I'm starting to think that one of the problems with the way I run ACKS is that I've been keeping market availability pretty low; they brought four mules because that was as many mules as they could buy without taking another week or two to go downriver, and accumulating enough horses for the entire party+henchmen was out of the question.<br /><br />Magical healing fading is an interesting idea. Sounds like a fair bit of paperwork, but I guess we're comparing it with encumbrance, so...<br /><br />Yeah, I've been thinking about off-screen damage from sunburn, bugbites, dysentery, and stepping in gopher holes for a while. It's something Alexis has kicked around for a couple of years too (see for example https://tao-dnd.blogspot.ca/2011/05/noodling-with-travel.html ).jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-13723015721833490722016-06-23T23:56:21.954-04:002016-06-23T23:56:21.954-04:00Really interesting, as usual. The two options that...Really interesting, as usual. The two options that occur to me immediately are this:<br />1. Get rid of magical healing.<br />2. Use encumbrance rules with teeth.<br /><br />The first one is simple, but obviously really far-reaching. One way to do it without ditching whole classes is to rule that magically-provided hit points (via potions, cure light wounds) are tracked separately and ebb away rapidly (e.g. they only last a day, or perhaps every day you lose d20 of them).<br /><br />This keeps healing spells very similar during a single dungeon push, but they don't scale up to wilderness timelines, meaning that parties.<br /><br />Encumbrance tracking is also a really important way to make sure that parties aren't totally self-contained, mobile fire bases. If carrying food for one week or two is a really big decision that has implications to what else the players carry, this really limits their endurance.<br /><br />These two things can be connected, actually - perhaps just travelling off-road causes hit point attrition (from stumbles and off-camera mishaps). Mules and porters vastly increase carrying capacity, but they're vulnerable (and tasty).<br /><br />Michael Prescotthttps://www.blogger.com/profile/04704966067758312492noreply@blogger.com