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<blockquote data-quote="Cruentus" data-source="post: 8945133" data-attributes="member: 7034645"><p>I’ll give my opinions on your questions (for what its worth, every table is different, others would rule differently, etc.):</p><p></p><p>1. No. I mean, it’s a 10’ pole designed to poke things, open doors from a distance, tap on floors/walls. It wasn’t necessarily designed of materials that would withstand combat. In extremism, I might rule that it could be used ‘improvised’, with a hit penalty, doing d2. But it likely wouldn’t survive the combat.</p><p></p><p>2. Rations, to my understanding, are dried meats and fruits, pre-salted and wrapped to help them last longer - think Slim Jims and dried fruit. I don’t think they would come with salt that would not already be incorporated into the ration. Although it is totally OSE to buy a pouch of salt “just in case we encounter some giant slugs.” LoL</p><p></p><p>3. I give XPs for combat and treasure and exploration and RP when the party returns to a ‘safe place’. That is defined as a town/city/village, and not a camp site or dungeon, or wilderness area. Once they make it back to a safe place, they can rest, gain xp, and gain levels. </p><p></p><p>Now, those being said, I’ll often be flexible with #1, for dramatic and thematic effect. I want my players to think outside the box and be creative in using their tools. My initial ruling is based partly on the pole being “equipment” and not a weapon. Likewise, I wouldn’t let a “hammer and piton” hammer be used as an effective weapon in combat. </p><p></p><p>#’s 2 and 3 would have less flexibility the way I run my games. </p><p></p><p>I really like the Dolmenwood rules, and have incorporated elements into my own OSE games, and find the adventures he puts out to provide me a lot of interesting elements. I have yet to actually run any of them, but have followed some YT playthroughs that used them.</p><p></p><p>*edit: just realized that you're running this for your kids. In that case, rule of cool. When I started playing with my son, it was all very loose and not really based on any rules, but what worked best for his 'theatre of the mind'. Usually the rules got in the way of that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. </p><p></p><p>Now that he is a few years older, and having played 5e a bit, he prefers the OSE game, and actually likes the structures and things like rations and such mattering.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8945133, member: 7034645"] I’ll give my opinions on your questions (for what its worth, every table is different, others would rule differently, etc.): 1. No. I mean, it’s a 10’ pole designed to poke things, open doors from a distance, tap on floors/walls. It wasn’t necessarily designed of materials that would withstand combat. In extremism, I might rule that it could be used ‘improvised’, with a hit penalty, doing d2. But it likely wouldn’t survive the combat. 2. Rations, to my understanding, are dried meats and fruits, pre-salted and wrapped to help them last longer - think Slim Jims and dried fruit. I don’t think they would come with salt that would not already be incorporated into the ration. Although it is totally OSE to buy a pouch of salt “just in case we encounter some giant slugs.” LoL 3. I give XPs for combat and treasure and exploration and RP when the party returns to a ‘safe place’. That is defined as a town/city/village, and not a camp site or dungeon, or wilderness area. Once they make it back to a safe place, they can rest, gain xp, and gain levels. Now, those being said, I’ll often be flexible with #1, for dramatic and thematic effect. I want my players to think outside the box and be creative in using their tools. My initial ruling is based partly on the pole being “equipment” and not a weapon. Likewise, I wouldn’t let a “hammer and piton” hammer be used as an effective weapon in combat. #’s 2 and 3 would have less flexibility the way I run my games. I really like the Dolmenwood rules, and have incorporated elements into my own OSE games, and find the adventures he puts out to provide me a lot of interesting elements. I have yet to actually run any of them, but have followed some YT playthroughs that used them. *edit: just realized that you're running this for your kids. In that case, rule of cool. When I started playing with my son, it was all very loose and not really based on any rules, but what worked best for his 'theatre of the mind'. Usually the rules got in the way of that :). Now that he is a few years older, and having played 5e a bit, he prefers the OSE game, and actually likes the structures and things like rations and such mattering. [/QUOTE]
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