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Chris_Fougere wrote:
Guntermench wrote:
It's not that hard to get 30-40ft of speed for everyone.

At some point yes but until we get there (our group just hit 2nd level) we have two characters at 20 feet, three at 25 feet and one at 35 feet. So while we're working with that we want to make sure that we're doing things as RAW as possible before we start fiddling with things.

The logical thing (it seems) would be to pick up horses for the slower folks but right now that's not an option.

On Page 172 of the Gamemastery guide it states: " A group moving at a Speed of 10 feet or less is so slow it can’t even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity."

So it sounds like yes, they would only be able to take one Activity that day like Discern direction but then the next day they could Travel. So at the current level and speed it would just take them twice as long to get where they are going.

On the same page it also talks about Forced Marching if the PCs have decent Constitution modifiers. That could give them an extra Activity as well.


dhemery wrote:

Yes, some counteract effects describe what happens.

Others, like Chilling Darkness, do not. They just say that they attempt to counteract.

What happens to an Everburning Torch if Chilling Darkness counteracts its light?

I would go with one of the above as a measuring guide. The closest option in my opinion is the Dispel Magic. If you read the spell entry it specifically deals with suppressing a magic item's magic. So having the Torch be suppressed or "Counteracted" for 10 minutes seems like a fair GM ruling.


egindar wrote:
Captain Morgan wrote:
There are other examples of this problem where actions designed for encounter mode feel annoyingly repetitive in exploration mode. Picking a lock springs to mind. The multi-success model is great if you're trying to hurry and pop the lock before the room finishes filling with poison gas. But usually you're lock picking when no one is aware of you yet and will succeed eventually.

In my experience you're also usually lock picking something that can be Forced Open, which only requires one successful check.

Captain Morgan wrote:
I don't think d20 games have entirely caught up on this particular but of game design, but other games make sure that any die result changes the state of play, even if it was a failure. Meanwhile Pathfinder and 5e ask for a lot of rolls where a failure means nothing happens.
This is something I'm really not a fan of in published adventures, as a GM. It's not the end of the world, since I can just not call for the checks in the first place (or write my own adventures), but it does often feel like the game wants you to roll dice simply for the sake of rolling dice.

This is why I still use "random" Monster rolls or Wandering Monsters. Yes, you can Force Open the door but it will most likely alert creatures nearby. Best to try the stealth option and pick the lock.

Even picking the lock should have a bit of risk too to facilitate Player choice. Do you Critically Fail picking lock? One of your picks break. At least that's how I run it.


Sibelius Eos Owm wrote:

Some ailments might have more obvious signs that something is wrong with the character, even if not what. Especially with a disease that has started affecting the character, the character may become pale or have obvious skin lesions. Many diseases are described as fevers and that's not metaphorical; while fevers aren't particularly visible, the a character experiencing obvious heat/chills might give away that something is up, at least long enough to check the forehead temp.

Or yes, coughing and sneezing and other such symptoms could make it more obvious.

Considering you probably know the person well and if there are symptoms I would allow the PC to make a Sense Motive check (Perception) to tell if their ally is having an odd reaction.


graystone wrote:
Lucrece wrote:
Old_Man_Robot wrote:

Some Exploration activities will care about it.

Things like tracking and scouting while ranging. Sometimes chases might use it, etc.

Thanks. So does that mean Exploration turns are measured in 1 Minute intervals? I know in BX it was measured in 10 minute Turns. And Tracking refers to a higher measurement of time too (hours) which is kinda confusing.

It's tracked in whatever unit you need it to be tracked in.

Exploration Mode
Source Core Rulebook pg. 479
"While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure."

Travel Speed
Source Core Rulebook pg. 479
"Depending on how the GM tracks movement, you move in feet or miles based on your character’s Speed with the relevant movement type."

Flow of Time
Source Gamemastery Guide pg. 17
"As noted in the Core Rulebook, you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.)"

You should also note that several exploration activities have a 1 min length: Call Companion, Coerce, Make an Impression, Pursue a Lead and Rally for instance.

Ah, okay, I understand. Thank you, that makes more sense now. It's giving you more options besides the 10 minute increment. Amazing


Old_Man_Robot wrote:

Some Exploration activities will care about it.

Things like tracking and scouting while ranging. Sometimes chases might use it, etc.

Thanks. So does that mean Exploration turns are measured in 1 Minute intervals? I know in BX it was measured in 10 minute Turns. And Tracking refers to a higher measurement of time too (hours) which is kinda confusing.


On Table 9-2 there are Travel Speeds. I understand all of them and what they are used for except the Feet per Minute speed. What is it used for? Combat, overland travel, something else?

My best guess is movement for traveling through a city or for Fleeing/Evasion but I honestly have no idea. Any information or advice would be greatly appreciated.


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sherlock1701 wrote:
Snowblind wrote:

I agree that the whack-a-mole hero point use is as wonky as all hell. I don't agree that points should carry over. I much prefer the WH40K RPG fate point style "X points per session" approach, since it means that hero points actually get used instead of being stockpiled for a crisis that may never come (the "too awesome to use"* problem).

*Warning, TVTropes link. View at your own risk.

I've actually done something very much like fate points for my PF1 games instead of the regular hero points. I'd like to see a more official version.

I will probably use this for my next game and try it out, looks good.


Tridus wrote:

Personally, I'd remove the revive option entirely. Make the other options both cost 1. Give everybody 1-2 per session with no means to earn more (so the DM isn't burdened by yet another thing to do and the risk of calls of favoritism if they aren't handed out equally).

Then you get to use the powers that let you feel good when you use them at least once every session without letting someone hoard them and without the get out of death free card completely overpowering everything else.

The side effect of letting players stockpile them is that they do. They tend to not use them and build up more and more, then blow tons of them in one session. They get more regular usage if you can't stockpile them, as the one you have in this session has no value once the session is over and you might as well use it for a key extra action.

I am definitely using this idea, much better fix. Thanks


kpulv wrote:

I've been allowing hero points to roll over from session to session since my group has a pretty slow pace.

It feels like escaping death should cost at least 2 hero points, and rerolls should cost one. The extra action thing, I'm not sure about. So far only one of my players has used it and their turn wasn't really effected by it.

Overall I wish there were a boatload of uses for single hero points. My players are reluctant to use any of them because they want to save them for when they get knocked out.

Nice, the best use I have seen for the extra action is if you are a Spellcaster and your first spell fails. It is nice to be able to use a second spell (as most cost 2 actions)and feel useful. But outside of that I agree, it's not as useful. That would be interesting to have multiple single point uses, might try and Homebrew something like that.


My Group initially did not use Hero Points for reviving as we wanted to test out the rules for death, dying and Treat Wounds. As we gained levels in Doomsday Dawn I treated the sessions as I would a normal session for my group and allowed Hero Points to transfer from session to session, which lead to accumulating enough points to use the 2 point Reroll a dice and 3 point Extra action. Both options made the game more fun, helped out players that were rolling bad that night, and made pivotal moments seem more epic. Also there seemed to be enough healing options, a mundane and magical route, to forego needing an extra revive.

As we made it to the 5th Chapter we finally had characters dropping on a regular basis and encountered the whack-a-mole problem with characters dying and using 1 Hero Point to revive multiple times in the session. It was more comical than heroic and seemed to take the threat of dying away from what promised to be a rather climatic chapter.

What does everyone think of our idea to limit the 1 Hero Point revive to 1 use per session? And allowing Hero Points to transfer over to sessions, allowing enough Hero Points to be saved up and used for Rerolls and Extra actions? It didn't seem to have much effect on making the battles easier or harder as most of the points were used on Boss battles which were fairly tough in their own right but maybe someone has had a different experience.