| thenobledrake |
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To me it reads as though the intention were a hard limit on doing the activity that would have to be reset by some period of rest, rather than a thing which you could elect to keep doing but would have a penalty for choosing to do so.
Of course said period of not hustling to reset your ability to hustle is unmentioned. I'd guess it'd be an until your next daily preparations kind of thing, though.
| Finoan |
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I have personally not ever seen Hustle used.
I have also not come up with a scenario where it would be useful. Anything that I do come up with would be better served as a Chase scene.
The drawbacks of hustle are:
* If only some of the characters are doing it, then it is going to split up the party.
* If all of the characters are doing it, then no one is searching for traps or items or other such things effectively. By default, not at all - but some classes can get the ability to do multiple exploration activities at the same time. But even they would be taking severe penalties for moving that fast while trying to spot things.
So if the entire party is wanting to move that fast and recklessly - what are they running from or chasing after? And why not do this as a Chase scene?
| The Gleeful Grognard |
I have also not come up with a scenario where it would be useful. Anything that I do come up with would be better served as a chase scene
You need to get to a location to warn people or back to a location that is under threat but at a distance away.
Chase doesn't make sense in scenarios like that and extra dice rolls would simply slow things down but hustling can be a decision point for the party to add tension without negatively impacting game pace.
My group used it multiple times in AoA.
| Finoan |
Explain the scenario more, please.
How does Hustle add tension? It either works or it doesn't. You either make it to the location on time or not. And it is pre-known which it will be. The length of time that you can hustle is CON (minimum 1) x 10 minutes of the character with the lowest Constitution.
Also, the Chase variant Beat The Clock is exactly what I would use for this.
| The Gleeful Grognard |
Explain the scenario more, please.
How does Hustle add tension? It either works or it doesn't. You either make it to the location on time or not. And it is pre-known which it will be. The length of time that you can hustle is CON (minimum 1) x 10 minutes of the character with the lowest Constitution.
Also, the Chase variant Beat The Clock is exactly what I would use for this.
You can choose to leave a character behind, it can justify a character arriving earlier with magic while the others hustle behind and it can determine the degree of events that occur before hand based on how fast people get to a location.
The choice point comes in where the party has to decide "will hustling be a resource I will require later, or will I be fine if I spend it all now."
Beating the clock only works if there are obstacles the pc's can overcome, it adds a lot of game time to something mundane like running back towards camp.
It is a way for there to be a simple "running places" mechanic that doesn't require rolls or open the game up to "well I run everywhere at all times" trolling.
As I said before, hustle is for the mundane (relatively speaking).
| thenobledrake |
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How does Hustle add tension?
It is technically a choice between travel speed and ability to notice hazards, besides the other ways already addressed by another poster.
If you have somewhere you are going and there aren't enough obstacles or other involved parties for it to make sense as a chase, it can still be a situation of choosing between going slow enough that someone can be Searching and be checking for hazards along the way, and going full speed.
Even without actually encountering a hazard, the reality that you could have makes the choice one not made lightly.
The same concept can be applied to other exploration activities, though their benefits are often of smaller impact than whether or not a hazard was notice before it affected someone.
So the tension is basically coming from the choice of risk; do you risk something along the way in order to arrive as soon as possible, or do you risk that conditions at the destination worsen in order to make your trip less dangerous?
Luke Styer
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The choice point comes in where the party has to decide "will hustling be a resource I will require later, or will I be fine if I spend it all now."
Hustle doesn't have a frequency or a recharge time listed. "You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes)" per hour, until your next daily preparations, total ever in life?
How do folks who have seen it used adjudicate that?
| SuperParkourio |
I found the rule for hustling in PF1e.
Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
Run: A character can’t run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.
So in 1e, you could hustle for an hour and became fatigued if you hustled for longer unless you rested (in 2e, fatigued prevents hustling, which may be why this mechanic didn't return). In order to hustle for an hour in 2e, you need a Con modifier of +6, which just isn't happening.
I suspect that the developers realized this, but couldn't agree on whether or how to compensate for the lower amount of time. A once per day restriction on Hustling for 20 minutes might be seen as too restrictive. But regaining the ability to Hustle after simply not Hustling for an hour might be too lenient.
| ElementalofCuteness |
That's what makes it odd. it doesn't have a cool-down time. Being able to hustle only once per hour would been fine honestly. I have never actually used hustle in a game, since even if we did, some of my team generally only had +1 con, so at most we'd hustle for 10 minutes, not sure how useful that would actually be in practice.