| Post/Author/DateTime | Post |
|---|---|
| Halfbat08-01-05, 04:30 AM | Just a quick pair of questions on the background if anyone can clarify. 1. If a character is injured at the end of a scenario (esp. with negative HP), do they have to recover their injuries by spending a TU after a scenario to recover? 1b. What happenes if they don't - are they still injured? 2. And do TU's ever HAVE to be spent after a scenario? 2b. Are you still allowed to upgrade your kit and replace supplies if you do not spend a TU and the requisite living costs? Thanks in advance! |
| kauchakwa08-01-05, 01:00 PM | First off, read the Living Greyhawk Campaign Sourcebook (LGCS). Specifically, page 12 has a section on Lifestyle and Upkeep. To your specific questions: 1. This all depends on whether or not you pay adventurer's standard upkeep or better or live off the wild. If you do not pay upkeep for the adventure, "you retain temporary ability damage into the next adventure, must buy new spell component pouches and healer's kits..." Since you're just asking about normal hit points, those do seem to be regained before the next adventure regardless of upkeep if you are capable of healing naturally. There are some curses/benefits out there that don't let you heal naturally. 2. You are only required to spend the TUs of the adventure itself unless you are doing other activities, such as magic item creation, professions, or have some curse/benefit that adds TUs to the adventure. The TU spent during the adventure is where you re-supply, as long as you've paid some kind of upkeep. |
| Halfbat08-01-05, 06:54 PM | 1) Thanks kauchakwa - it's the "seems" in question 1 that I was trying to clear up. I can't find a ruling one way or another in the documentation I have (inc the LGCS). And unless its a LG special the maths doesn't add up (for example, a first level character on -6 HP could only regain 14 in a week of bed rest taking them up to +8 - ok for many classes, but not if the PC has a Con bonus and is one of Fighter/Paladin/Barbarian/Cleric/Ranger). Any definitives anyone? 2) Confused ...this answer appears to suggest you have to spend upkeep _in_ the scenario not as a post-scenario metagaming action. Is that correct? |
| kenobi6508-01-05, 07:31 PM | 2) Confused ...this answer appears to suggest you have to spend upkeep _in_ the scenario not as a post-scenario metagaming action. Is that correct? That's correct. You're not required to spend TUs on general upkeep, just gold. There may be circumstances which *do* require you to spend additional TUs beyond the basic 1TU in-region / 2TU out of region (as kauchakwa described), but all of those are above and beyond the basic TU expenditure for playing the module. |
| Halfbat08-02-05, 05:41 PM | Grand. So what I'm getting, from both here and the triad in the UK, is that if you spend a TU in region (or 2 TU out) with the requisite gp (12gp/TU - I'm glad I've got a decent Bard), you automatically heal everything you can during that TU - even if you're -6 and need to get up to +12 at 1st level (theoretically 18 days with no magical interference). |
| pedr08-02-05, 07:01 PM | TUs don't always map onto weeks at 1TU=1 week. They do for Magic Item Creation (well, 1TU is five days worth of crafting), and seem to because there are 52 TUs in a year but it's all pretty abstract. There are plenty of modules which take many weeks to play through (especially if you have to travel during it!) Trying to think about the TU system in terms of actual weeks of the year just gives me headaches so I've stopped! |
| MerricB08-03-05, 02:10 AM | You heal ALL damage before the start of your next adventure. This does not require the expenditure of any additional TUs or funds. This does not apply to ability damage if you took the "none" upkeep and failed the Survival roll. Ability Drain is permanent until you obtain a spell (generally in-game). Occasionally, a scenario may require you to spend or lose a few TUs while you are in prison, insane, etc. You also have the options of spending TUs after scenarios to make magic items, practise your profession, etc. (see the LGCS). Cheers! |
| Halfbat08-03-05, 04:48 PM | You heal ALL damage before the start of your next adventure. This does not require the expenditure of any additional TUs or funds. I mus tbe dense because that's confused me even more. Just to be sure: by "additional" do you mean "TUs of funds additional to that demanded by the adventure"? So you _don't_ have to pay upkeep after an adventure to recover all temporary losses - a PC could just flow from one to the next, without spending any upkeep in-between scenarios, and would automatically recover all their HP after a scenario? |
| kenobi6508-03-05, 05:30 PM | I mus tbe dense because that's confused me even more. Just to be sure: by "additional" do you mean "TUs of funds additional to that demanded by the adventure"? So you _don't_ have to pay upkeep after an adventure to recover all temporary losses - a PC could just flow from one to the next, without spending any upkeep in-between scenarios, and would automatically recover all their HP after a scenario? I believe that's mostly correct. The only "healing" consequence of not paying upkeep, as listed in the LGCS, is not healing ability-score damage. To be clear, because it does sound like you're still confused on this point: if you end an adventure at less than full hit points, you do not need to pay anything to recover hit point damage before the beginning of your next adventure -- you don't need to spend any GP, or any TU, to be back to full hit points at the beginning of your next adventure. (Though, if you ended the adventure at negative hit points, which I think you mentioned, your DM might at least want to have someone make sure you were stabilized and gotten back to positive HPs, but that's technically not covered in the rules.) If you don't pay upkeep at the end of a module (which, again, is a GP cost only, not a TU cost), you won't heal any temporary ability damage you might have suffered during the adventure. If you are unwilling or unable to pay the upkeep GP cost, the only way to heal temporary ability damage, and get the other benefits of upkeep, is to successfully Live Off The Wild, with a DC20 Survival check. (Also, note that the 12gp "adventurer's standard" upkeep cost is per TU. So, if you spent 2 TUs on the adventure (because it was out-of-region, a multi-rounder, you made a magic item, whatever), you'd need to spend 24gp on upkeep.) |
| Halfbat08-04-05, 04:07 PM | That's very useful Kenobi 65. Thanks. Moreover, I was under the impression that within an adventure you didn't need to spend anything on upkeep other than that demanded by the adventure.... |
| wagnert08-08-05, 12:57 PM | It's true that you gain 1 hp/level per night's rest, but you can assume that you are taking advantage of that 24 hour bed rest option that doubles your healing, plus any companions from the adventure can also help heal you during the recovery period at the end of the adventure. |
| Halfbat08-08-05, 04:45 PM | Thanks wagnert, but no I wasn't - it was specifically when that could not be the case as no-one has enough healing skills or spells. So if you took the rest time the character would still end up with damage. But the "heal before next scenario irrespective of TUs/maintenance spend" cleared that up. |