Saturday, August 4, 2012
Traveling is tiring
During the last session of my Labyrinth Lord game, the party took a few days off to allow the magic-user to copy some spells from a couple scrolls into his spell book. For the most part, the party just knocked around the keep for a while and relaxed. This followed a few days of traveling and digging around in an abandoned temple.
Thinking about the session put me in mind of something I noticed a while ago on a trip to Chicago. Traveling is tiring. Being in an unfamiliar place, even if you're not constantly on the go, takes more energy than being at home. The more you do, or the more stressful the trip, the more energy it takes. I haven't seen this come up in a game, but I'm thinking of making a house rule to reflect it.
For every week a character spends traveling or exploring, they must spend one day relaxing and recovering. If they do not take a recovery day, they take a -1/-5% penalty on all rolls. The penalty increases by -1/-5% for each additional three days past a week of continuous adventuring. If the character has incurred a penalty greater than -1/-5%, they must rest a full day to counteract each incremental penalty. Characters resting can use up to half of each rest day for other activities like training, copying spells, or crafting items.