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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #17: Journeys
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<blockquote data-quote="Cadence" data-source="post: 8288793" data-attributes="member: 6701124"><p>With Havens being so important, it feels like they could use a few more sentences.</p><p></p><p>Is it the danger, or the setting up watch that's the problem? We have parties set up watch in inns because who knows if it will be like a night at Rivendell or turn into a night at the Prancing Pony in Bree -- so it feels like we must set up watch there too. If we're in a farmers field near a settled town, and set up watch because we always do, is that any different than staying in the inn? What about if we're staying with a large group of travelers at a waypoint and only a portion of them need to set one up? Is a group without a wilderness based class (that can presumably set up a haven) doomed to exhaustion and strife on a long wilderness trek? Do traveling armies grind to a halt from strife and fatigue because they're never in inns, or is that why they build a camp with trenches and shelters and recover even without a class with the nice feature?</p><p></p><p>Would it be too complex to add a small "threat/security score" table with a few more examples of different types of inns and camp areas? Maybe for some allow automatic recovery, some no recovery, and some a chance?</p><p></p><p>---</p><p></p><p>Does somewhere else in the rules have different general speed levels for open roads, off road but nice, and rough terrain or is it only by each terrain? A unified table might be nice. Open road is only 1 mile per hour faster than what? Are woods grasslands and forests all the same travel? With paths or without? Does the mountain travel "count as twice as much" or actually take twice as much?</p></blockquote><p></p>
[QUOTE="Cadence, post: 8288793, member: 6701124"] With Havens being so important, it feels like they could use a few more sentences. Is it the danger, or the setting up watch that's the problem? We have parties set up watch in inns because who knows if it will be like a night at Rivendell or turn into a night at the Prancing Pony in Bree -- so it feels like we must set up watch there too. If we're in a farmers field near a settled town, and set up watch because we always do, is that any different than staying in the inn? What about if we're staying with a large group of travelers at a waypoint and only a portion of them need to set one up? Is a group without a wilderness based class (that can presumably set up a haven) doomed to exhaustion and strife on a long wilderness trek? Do traveling armies grind to a halt from strife and fatigue because they're never in inns, or is that why they build a camp with trenches and shelters and recover even without a class with the nice feature? Would it be too complex to add a small "threat/security score" table with a few more examples of different types of inns and camp areas? Maybe for some allow automatic recovery, some no recovery, and some a chance? --- Does somewhere else in the rules have different general speed levels for open roads, off road but nice, and rough terrain or is it only by each terrain? A unified table might be nice. Open road is only 1 mile per hour faster than what? Are woods grasslands and forests all the same travel? With paths or without? Does the mountain travel "count as twice as much" or actually take twice as much? [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #17: Journeys
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