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Post by mejobo on Oct 7, 2021 3:32:06 GMT -5
Several DCG adventures I've played use times of day where visiting two locations per part of the day is allowed and one can sleep at the last location they visit at night. There are rules for failing to sleep (it isn't good for you!), but I haven't seen rules covering the difference between paying for lodging and sleeping in the "wild" in most cases.
For example in Island of Lost Spells, assuming each new 'room' is a location, it is likely that the adventurers will want to sleep in the middle of the dungeon crawl. Is this is allowed, is there some penalty for doing so?
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Post by aceofspades on Oct 14, 2021 20:29:22 GMT -5
In Raid on Cygnosa I've had my guys do it and rolled to see if they were interrupted by something. It wasn't in the rules, but they really needed to rest and recover their FAT as well as give them a chance to heal a point and/or search for healing herbs. I used a 1 in 6 chance of encountering something appropriate to the location. Its your game and a long as you don't abuse it I don't think it should throw off play balance although I suppose that it might be possible in some adventures.
-ace
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Post by mejobo on Oct 15, 2021 22:26:10 GMT -5
Thanks for the reply. I think a "wandering monster" roll might work for me. I'm just curious how the designers envision it!
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Post by aceofspades on Oct 18, 2021 19:21:28 GMT -5
In ROC they do mention that there are some places to rest at the end of a passage or in an alcove, etc. My team was pretty banged up on the overland portion before I discovered certain other encounters and I let them camp, but I gave it a chance of encountering enemy goblins or bandits, giant bats, etc. It messed them up once. I let a roll of 1 in 6 have an encounter occur during camping. It seemed to work pretty well and didn't really throw play off. I learned to buy plenty f healing for my next journey after I made it somewhere that I could meet with a merchant.
I think they set each adventure up with some place where your characters can rest up and/or procure healing.
-ace
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