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Rugged Adventures $3.99 $2.99
Average Rating:4.0 / 5
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Rugged Adventures
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Rugged Adventures
Publisher: Silent7Seven Games
by tim d. [Verified Purchaser]
Date Added: 09/19/2011 23:00:20
This supplement addresses what I believe to be the biggest fault in 4E, the seemingly limitless ability of characters to heal and snap right back into the next fight. While many may like this feature, I prefer a more gritty tone to my games. Thus Rugged Adventures exactly answers my concern. Very well written, I think this is an excellent option for those who wish to add more tension and realism to the game. Low fantasy gamers, this is may be your cup of tea.

Rating:
[5 of 5 Stars!]
Rugged Adventures
Publisher: Silent7Seven Games
by Richard J. [Verified Purchaser]
Date Added: 03/02/2010 18:13:38
I really like this supplement. I got it via the Haiti Relief promotional and otherwise would have missed this product. One of the issues I have with 4th Edition is the 'Super Hero" quality of the play. WIth so many healing surges, it is fairly common that the party is rarely at risk of losing any members in combat until the third encounter of the day. While this plays well in most of my campaigns, in a horror-styled campaign, one loses some of the tension and edge because one's party is never at risk on the first or second encounter. Rugged Adventures is a tweaking of the rules so that the party recovers slower, and thus is more vulnerable on the second and subsequent encounters before the party's extended rest. (An extended rest possibly requiring two days of rest rather than 6-8 hours; a short rest requiring 6-8 hours rather than 10 minutes, etc). The product goes further by giving ideas of how this adjusted system would deal with daily powers (which are now gained back after two+ days of rest); encounter powers (which would now come back after 6-8 hours of rest); magical items, etc.

If you like the way 4th Edition runs regaining of health, use of surges, encounter, and daily powers, then this product is not for you. If you have a problem - or want to tweak the rules to run closer to 3.0 or 3.5 - or just want to run a more deadly campaign or scenario at any time, then it would behoove you to pick up this product.

As a caveat, tweaking the surge/encounter/daily power usage in 4th Edition is not an easy task. In other words, there are many powers, magical items, and other what-not in 4th Edition that uses the surge/ecounter/daily power calculus that one product could not touch on them all without being a long list of rule addendums for each relevant power, etc. This product does not do that, but it does set the GM in the right direction. That being said, when I give this product a 5 out of 5, it is with the understanding that it is not a long list, but it is a good explaination of the concept, and a good discussion of the highlights.

I liked it a lot.

Rating:
[5 of 5 Stars!]
Rugged Adventures
Publisher: Silent7Seven Games
by Christopher H. [Featured Reviewer]
Date Added: 12/28/2009 02:38:45
Some D&D 4e players and DMs feel that certain aspects of the healing rules reduce the PCs' risk of death to an almost negligible degree. In particular, the unlimited use of healing surges during short rests and the full recovery offered by extended (six-hour) rests strikes some as cushioning PCs too much. If you agree with this assessment but aren't sure what to do about it, purchase "Rugged Adventures" without any further delay. In this very well-written supplement, Andrew Wilson tweaks the 4e rest and leveling subsystems in order to make PCs feel a sense of fatigue and danger much more dramatically. Essentially, the "Rugged Adventures" system redefines short rests as six hours, with a minimum sixteen-hour gap in between (just like extended rests in standard 4e), and redefines extended rests as two days of downtime, like a weekend off from adventuring. Before you object with a "what about …?" question, rest assured that Andrew has thought through the implications very thoroughly, and the whole replacement system coheres very well. If you want to slow your campaign down to about one fight per day, turning encounter powers into daily powers and daily powers into weekly powers, Andrew's modifications provide a robust system by which you can meet those goals.

The thing is, I don't personally agree with those goals. In my view, "Rugged Adventures" very skillfully reintroduces the five-minute adventuring workday, something that the 4e designers explicitly set out to exorcise from D&D. Andrew is very explicit about this: "Don't put two encounters in the same day," he repeats twice on p. 6. This brings us right back to the game rhythm the 4e designers wanted to avoid: the party gets into a fight that lasts a minute or less, and then holes up to rest until the next day. "Rugged Adventures" paints this adventuring rhythm as a virtue, but I don't see things that way. Thus, "Rugged Adventures" offers something I don't want. If you want to bring one-encounter days to your 4e games, though, "Rugged Adventures" is the way to do it.

Rating:
[3 of 5 Stars!]
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