Moinen
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Joined: Thu 14 Nov 2019, 21:43

No more one day encounters

Mon 11 May 2020, 12:35

First thing, this post is not about in world circumstances that would force characters to just press on and hurry in a dungeon. Not this post.

This post is about mechanics that would encourage players to not rest, or punish them for this slightly making decision about rest, well, an actual decision.

What I already modified is that I took rest mechanics from MY0 which makes healing cost water and food. This gives for more planned approach for adventure sites, you need to be prepared and bring more resources.

I'm also toying with an idea of cutting gathered WP pool in half every time you rest. Or that it cost some fixed amount of it.

What do you guys think? More ideas maybe?
 
Tywyll
Posts: 217
Joined: Mon 30 Sep 2019, 15:08

Re: No more one day encounters

Mon 11 May 2020, 15:06

This seems a bit punitive. Couldn't you just apply story based time pressures?

Though I'll admit the idea of healing up in the wilds requiring a full die of resources sounds interesting.

I'd be worried that denying healing will unend the balance of the game.
 
Moinen
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Joined: Thu 14 Nov 2019, 21:43

Re: No more one day encounters

Mon 11 May 2020, 15:19

First thing, this post is not about in world circumstances that would force characters to just press on and hurry in a dungeon. Not this post.
I'm not trying to deny healing, I will just use the original mechanic from MY0 since its more up my alley. It's not a full resource die, just a chance for it to deplete.
 
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Ebrim
Posts: 473
Joined: Tue 30 Jul 2019, 22:51

Re: No more one day encounters

Mon 11 May 2020, 16:28

Don’t allow them to push journey rolls.

The increased frequency of mishaps and less predictable journeying will make them respect their time in the wilds a bit more.

(This one simple change will enhance the game in a number of ways, “free” WP is far less common, equipment matters more, journey/craft talents become more attractive, etc.)
 
Tywyll
Posts: 217
Joined: Mon 30 Sep 2019, 15:08

Re: No more one day encounters

Tue 12 May 2020, 11:02

Don’t allow them to push journey rolls.

The increased frequency of mishaps and less predictable journeying will make them respect their time in the wilds a bit more.

(This one simple change will enhance the game in a number of ways, “free” WP is far less common, equipment matters more, journey/craft talents become more attractive, etc.)
Instead of removing the ability to Push, which seems potentially a bit harsh to characters who focus build around those elements of play (since those will be most of their rolls, they will have reduced chances at earning WP) why not make any QD spent resting in the wild also generate a Random Encounter? That seems to increase risk and discourse the extra rests, wouldn't it?
 
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Ebrim
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Joined: Tue 30 Jul 2019, 22:51

Re: No more one day encounters

Tue 12 May 2020, 15:43

Don’t allow them to push journey rolls.

The increased frequency of mishaps and less predictable journeying will make them respect their time in the wilds a bit more.

(This one simple change will enhance the game in a number of ways, “free” WP is far less common, equipment matters more, journey/craft talents become more attractive, etc.)
Instead of removing the ability to Push, which seems potentially a bit harsh to characters who focus build around those elements of play (since those will be most of their rolls, they will have reduced chances at earning WP) why not make any QD spent resting in the wild also generate a Random Encounter? That seems to increase risk and discourse the extra rests, wouldn't it?
I’ve played this way for a while now, I’ve not noticed any distinct shortage of WP for my players. Journey rolls are often split among party members as need dictates. And journey rolls are a bad way to generate WP as they tend to be very low-risk compared to push mechanics in nearly any other situation.

But yeah, keeping the pressure on is an effective tool as well so long as your careful to keep it from feeling contrived.
 
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Konungr
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Re: No more one day encounters

Wed 13 May 2020, 14:04

I think disallowing pushes for all the various journeying rolls is good but allow them to do so when the situation is known to be dire. Extreme temperatures where you NEED to find fuel for a fire or risk death. Starving or dying of thirst. These situations warrant a push because the risk of failure is real. Otherwise I agree. It's not a situation where failing has enough risk to matter.
 
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Fenhorn
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Re: No more one day encounters

Wed 13 May 2020, 14:11

I think disallowing pushes for all the various journeying rolls is good but allow them to do so when the situation is known to be dire. Extreme temperatures where you NEED to find fuel for a fire or risk death. Starving or dying of thirst. These situations warrant a push because the risk of failure is real. Otherwise I agree. It's not a situation where failing has enough risk to matter.
This is what I plan to do (whenever we start playing again after this quarantine hiatus we have). If there is a clear and present danger when failing, then they can push, but if it is just another day in the forest under the sun, then no.
"Thanks for noticing' me." - Eeyore
 
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Ebrim
Posts: 473
Joined: Tue 30 Jul 2019, 22:51

Re: No more one day encounters

Wed 13 May 2020, 19:02

We’ll see.

I don’t anticipate making any exceptions.

Sounds like they should try and force march out. Or should have earlier. :p Maybe leave the weak ones behind.
 
Moinen
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Joined: Thu 14 Nov 2019, 21:43

Re: No more one day encounters

Thu 14 May 2020, 00:52

Yea. I've read about this idea here about not pushing journey rolls a while ago, Ebrim. It is yours? And I will introduce it for sure in my games.

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