Talk:RP: Wydmoor Endgame

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Considering how critical the resolution to the Wydmoor siege is, and how glacial the pace of this progress, I'm going to go ahead and ditch all the complicated extras. Seriously considering also settling on one action a day: be it a war council session, speaking and influencing, or whatever. All the rest of your time being taken up with administrative bullshit, lifestyle upkeep, and whatever. I mean, you IRL can't find the time to update this thing more than once a month, maybe, and you only have one job and no war going on outside your house. I think we're wildly overestimating how productive Germain gets to be in a given day in the dying days of a siege in a city spirialing toward anarchy and disorder, and I think it's also making things run far slower than they need to.

Alternately, I'm just going to handwave the city's defeat so I can move the rest of my campaigns forward. I'll give him a suitable death.

So, yeah: Downtime Rules. Abstraction is going to be our friend here. Maybe we could find some way to let you (occasionally) take two (different) downtime activities in a day if that's the entirety of what you do, probably with some sort of Fort Check. But, I'm loathe to do this, because today's exception is tomorrows rule bending everyday affair. -GM





You're right... I was burning through these early days too quick--no need to plan 3 days worth of activities when information from the first item might spoil the plan. I'm going to take this back to the beginning and take it slower. Replace my questions with answers, and add anything you want. I think what I do in the city is going to be independent of her, at least for a bit. --Msallen

Yeah, I think that's a good plan. Whatever actions you take are going to bounce around across a bunch of different factions, so no matter what there's going to be pushback and give from various places that require a high degree of reaction. It's not like we're in any hurry - *earliest* Silverwalker game will be in May, so there's no reason not to take it slow and measured. -gm
Who is "her"?

Sleep Depravation

Normal rules: after one day with <6 (?) hours sleep, PC becomes fatigued. After 2 days, PC becomes exhausted. Finally, after 3 days, the PC will be forced to sleep. For each day that they went without sleep, they will need 2 extra hours sleep.

Endurance rules: after 2 days with <6 (?) hours sleep, PC becomes fatigues. After 4 days, the PC will become exhausted. After 6 days, the PC will be forced to sleep. They still follow the same rules for make-up sleep

Normal Endurance Recovery
Day 1 fatigued no effect +2 hours
Day 2 exhausted fatigued +4 hours
Day 3 forced sleep fatigued +6 hours
Day 4 - exhausted +8 hours
Day 5 - exhausted +10 hours
Day 6 - forced sleep +12 hours

Alright, but you're going to overclock, you're going to spend the next day fatigued. If you do it again, you'll be exhausted and will be forced to sleep at the end. Every day extra you go on low sleep, we're adding +2 hours to the eventual sleep for your full night's rest. -gm

Agree that overclocking should accrue fatigue. Have you factored in my ranger 3 Endurance feat? It seems like that is the right flavor to push it a bit hard and be resistaint to becomming exhausted. --Msallen

Yah, endurance ought to help. My original idea was even more complicated, so I'll just double the length before the fatigue accrue, but NOT how many hours it takes to pay off the sleep debt. Endurance just makes you go longer, not need less rest. -gm

This what you are thinking? --Msallen
Pretty close, but it goes on longer than that because "Fatigued" is the lesser penalty state and "exhaustion" is the greater penalty state, so it should go Rested -> Fatigued -> Exhausted -> Force Sleep