Greetings, brave adventurers of Cresthaven! Today, we bring you exciting news about some recent developments in our ever-evolving role-playing game. We’ve listened to your feedback and worked diligently to improve the gameplay experience, making Cresthaven RPG even more immersive and engaging. In this blog post, we’ll delve into the changes to our movement rules and introduce a brand-new player condition, “Exhausted,” that will add a new layer of challenge and strategy to your adventures.

Clarity in Movement Rules

One of the key aspects of any role-playing game is movement. It determines how fast your characters can traverse the game world, whether they’re exploring mysterious dungeons or engaging in epic battles. We understand that movement rules can sometimes be confusing, so we’ve taken steps to clarify them. In Cresthaven RPG, we now have three distinct movement states: Normal, Cautious, and Sneaking.

Movement Modes:

  1. Normal Movement: During normal movement, characters move at their base speed. There is a slight penalty to the party’s Notice (-2) while moving normally. This reflects the distraction and focus on moving quickly rather than being fully aware of their surroundings.
  2. Cautious Movement: When moving cautiously, such as when being quiet or mapping, characters move at half their base speed. There is no modifier to the party’s Notice (0) in this mode. This mode allows characters to maintain their standard level of situational awareness.
  3. Sneaking: Characters moving in stealth mode move at 1/10th their base speed. There is a bonus to the party’s Notice (+2) while sneaking. This bonus reflects their heightened awareness while actively trying to avoid detection.

Additional Movement Rules:

Running: Characters can choose to run, allowing them to double their current movement speed. However, the duration for which they can maintain this increased speed is determined by their Constitution modifier.

  • Characters can run for a number of rounds equal to their Constitution modifier (minimum of 1 round).
  • After the running duration expires, characters must make a Constitution saving throw with a DC of 10 + the number of rounds they’ve been running beyond their Constitution modifier. On a failed save, they become exhausted.
  • Characters can choose to stop running voluntarily before reaching exhaustion.

Introducing the “Exhausted” Condition

In addition to the clarified movement rules, we’re thrilled to introduce a new player condition: “Exhausted.” This condition represents extreme fatigue or physical depletion that can affect your character’s abilities in various ways. When your character becomes exhausted, you’ll experience the following effects:

  • Reduced Movement Speed: Your base movement speed is halved, making it challenging to keep up with the party.
  • Disadvantage on Rolls: Exhaustion takes a toll on your character’s physical and mental capabilities, resulting in disadvantage on all rolls.
  • Strategic Challenge: Managing exhaustion becomes a critical part of your gameplay, forcing you to balance the need for speed with the risk of becoming more vulnerable.

These changes and the introduction of the “Exhausted” condition are aimed at enhancing the depth of your adventures in Cresthaven RPG. We hope these updates add new dimensions to your role-playing experiences and encourage creative problem-solving as you explore our captivating world.

As always, we value your feedback and encourage you to share your thoughts on these changes and any other ideas you may have to improve Cresthaven RPG. Together, we’ll continue to make this game a thrilling and memorable journey for all who dare to venture forth into the realm of fantasy and adventure.

Happy adventuring!

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