I loved the old Infravision system that let you see ambient or radiating heat, but otherwise you're all equally blind in the dark. Ultravision was the only way to truly see in the dark. This, for me, makes it a whole lot more fun to play. Mystery is an amazing element in play, and you're really missing out if you drop it, and if you drop tracking/timing available light sources. Great video again, Smug!! 👊🤓
Time is just as important a resource as any of the others you mentioned. You could try this: have a time tracking chart, and hand it to a player. Have him record time.
Dungeon adventurers could use up a ton of clothing. Imagine climbing around in rough stone caves covered with dirt, mud, different kinds of slime, etc. Getting hit with a bade probably cuts your clothing. And/or you bleed on it. There's a splash when you disembowel an orc. And then maybe you take a bit of fire damage. Logically, PCs might have to repair or replace most of their clothing after every adventure.
www.necropraxis.com/local/Necropraxis%20Hazard%20System%20v0.3.pdf Is a very cool idea. So do you go around the table with the rolls. Version 2 is more fleshed out for the Haven. Hazard System v0.2 www.necropraxis.com/local/Necropraxis%20Hazard%20System%20v0.2%202014-12-23.pdf
@@smugzoid5156 I have only read it, not yet put in practice. I understand it every time players make a decision you can roll using the system to determine what resources are diminished
This is why I prefer to use the overloaded encounter die to simulate inopportune moments when a torch is snuffed out- gust of wind, dripping slime, bucket of sand thrown by a sneaky goblin. And with regards to hands, holding a torch potentially lowers AC, removes a weapon, or makes spell casting delayed (need both hands). One saving grace: torches are an improvised weapon that do 1d4 dmg and are on fire. Above text sounds relevant from this site: icastlight.blogspot.com/2024/03/what-interesting-about-basic.html
I only count time for spell effects. But I haven't run the kind of giant dungeons where the PCs could realistically run out of torches. It does seem cool and atmospheric. But I haven't actually done it.
At most I followed dungeon craft idea of 4 rooms a torch. However, I always seem to lose count. I only look a torches, as a loss of a shield hand for a fighter or cleric. Mages and thieves need both hands
I loved the old Infravision system that let you see ambient or radiating heat, but otherwise you're all equally blind in the dark. Ultravision was the only way to truly see in the dark.
This, for me, makes it a whole lot more fun to play. Mystery is an amazing element in play, and you're really missing out if you drop it, and if you drop tracking/timing available light sources.
Great video again, Smug!! 👊🤓
Thanks, I would love to know how you keep time in your games.
I use OSE time tracker and it works like a charm.
Nice
Time is just as important a resource as any of the others you mentioned. You could try this: have a time tracking chart, and hand it to a player. Have him record time.
Chuck volunteered, however the group decided, that we have to start the game with this parameter, instead of introducing mid game. Which, I agree with
Dungeon adventurers could use up a ton of clothing. Imagine climbing around in rough stone caves covered with dirt, mud, different kinds of slime, etc. Getting hit with a bade probably cuts your clothing. And/or you bleed on it. There's a splash when you disembowel an orc. And then maybe you take a bit of fire damage. Logically, PCs might have to repair or replace most of their clothing after every adventure.
I agree, Mike has said several times "I rip a section of my tunic under my armor to bind wounds."
Makes me wonder how much tunic he has left?
Hmmmm... I'm going to try to remember to see the party through NPCs' eyes, and maybe they make some comments.
@@fpassow1 it would be interesting. More than half are not interested
@stm7810 this is true. Is Presto a spell? What edition?
I know 5e had mending.
@stm7810 I like this.... makes sense
The Hazard System by Necropraxis seems a neat way to keep track with just a die roll
www.necropraxis.com/local/Necropraxis%20Hazard%20System%20v0.3.pdf
Is a very cool idea. So do you go around the table with the rolls.
Version 2 is more fleshed out for the Haven.
Hazard System v0.2
www.necropraxis.com/local/Necropraxis%20Hazard%20System%20v0.2%202014-12-23.pdf
@@smugzoid5156 I have only read it, not yet put in practice. I understand it every time players make a decision you can roll using the system to determine what resources are diminished
@@1ccortez I would love to know how the players take it. Would they find it interesting, or a nuisance, that slows the story line.
This is why I prefer to use the overloaded encounter die to simulate inopportune moments when a torch is snuffed out- gust of wind, dripping slime, bucket of sand thrown by a sneaky goblin. And with regards to hands, holding a torch potentially lowers AC, removes a weapon, or makes spell casting delayed (need both hands). One saving grace: torches are an improvised weapon that do 1d4 dmg and are on fire.
Above text sounds relevant from this site:
icastlight.blogspot.com/2024/03/what-interesting-about-basic.html
I only count time for spell effects. But I haven't run the kind of giant dungeons where the PCs could realistically run out of torches. It does seem cool and atmospheric. But I haven't actually done it.
At most I followed dungeon craft idea of 4 rooms a torch. However, I always seem to lose count.
I only look a torches, as a loss of a shield hand for a fighter or cleric. Mages and thieves need both hands