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The entire Rimewood is technically difficult terrain.
How are the players supposed to know this? Seems like something that all players should be made aware of, before they even join the game.
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To make outdoor combat managable, we're just treating it as if it isn't during combat, and having some terrain even more difficult
Huh? That makes no sense in-game, and from an out-of-game perspective, constant difficult terrain doesn't make things less manageable (it adds no complexity), it just hugely nerfs all PCs and monsters alike.
This is obviously a problem, but the solution to just ignore this self-inflicted issue is a pretty bad one.
Again, this was never explained to anybody.
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While on overland travel, players travel twice as fast on maintained roads (i.e. one on which someone plows the snow out of the way regularly, like the road back to Alemakia.)
There was, in fact, a road between Muzzrink's camp and Three Claw Point, but it wasn't the most direct route, nor had it been maintained.
Nobody knows any of these things! Should they be expected to assume this on their own?
Is this something our characters would know?
This leaves me wondering how many other things are going on 'behind-the-scenes' (so to speak) that much of the cast is in the dark about. Obviously, I'm not asking GMs to expose their secrets or share all their rolls or whatever, what I am strongly suggesting is that everyone is made definitively aware of basic setting details like this that will drastically alter their gaming experience, before they join the game (meaning it should go in one or more public notice threads)
Also, I should mention that I understand these things aren't nonsensical. It does make sense that an oft-snowing forest would be difficult terrain... but, it's not inherently understood, since it's not part of RAW. Thus, I feel like for grand-spanning things like this (as opposed to case-by-case decisions from the GM[s]), they should be placed in the appropriate public notice threads.
One last thing that I've been thinking about for a while, what's with these arbitrary measurements and overly-complicated homebrew systems?
Why do houses cost such a specific amount, why is a decent lifestyle reliant on spending an absurd portion of one's cash, and why are there so few customizations available to home-owners?
Why does the hexmap not have a scale in miles/km? How do platinum and electrum make things more difficult to calculate, the former is a direct continuation from gold, and the latter is rare to find anyway?
Why is this so needlessly complicated and possibly unrelated?
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lst-4th: Normal starting equipment
5th-10th: 500 gp plus 1d10 x 25 gp, plus normal starting equipment
11th-16th: 5,000 gp plus 1d10 x 250 gp, one uncommon magic item, plus normal starting equipment
17th- 20th: 20,000 gp plus 1d10 x 250 gp, two uncommon magic items, plus normal starting equipment
So, if you die before level 5 (meaning any character that exists right now), you start over with nothing? It's harsh, but at least you stay at your current level.
Then at lvl 5, suddenly you get 525 to 750 gold coins? But if you are a lvl short, you get absolutely no coins? Also, what if this causes you to start with more coins than you had previously? Should it be possible to pick an average from this die, like how it is with determining HP?
Then, at lvl 11 to 16, it becomes 5250 to 7500 gold coins... Okay, so a level 11 character is 10x more wealthy than a level 10 character?
Thing is, this doesn't match up to any other scaling system else used in 5e... Not cantrips, nor proficiency bonus... It's by multiples of five, sure, but so what?
Also, you get an uncommon magic item of your choice. Cool, but why? Just because? What if the previous character had none? Or a rare one? Or ten common ones?
Though, why not just allow a new PC to spend that absurd amount of starting wealth on uncommon magic items? Why just complicate things by giving them one in addition?
Why does rule 7 use a random piece of homebrew from a post on reddit with a mere 15 upvotes? It's mindboggling.
It's frustrating that a large portion of this game often feels like a handful of arbitrary, overcomplicated, untested homebrew systems mashed together without any harmony.
I still love this game as a whole, but it seems to be that multiple random homebrews (from a complex taming system to unexplained difficult terrain) are being added for no reason, and they add little except confusion and complexity.
I think the GMs do a pretty good (if sometimes inconsistent) job considering how many players they have to juggle, and at the very least they are always looking out for the cast's best interests (and are open to suggestions and revisions), but I think they don't sufficiently test or consider new things before adding them to the game, and they sometimes forget to write down things that are happening in the background, but remain relevant for players or their characters.