Brutal Difficulty
When a Campaign is "Brutal" Difficulty it has some or all of the following rules in player as to impose a greater challenge or longer lasting effects on how the players interact with the games. The Dm will explain which rules are chosen to be used, and may tweak which ones are in play or how they might be used.
Wounds: The wounds system creates a stronger penalty for losing hitpoints or being downed, in order to encourage players to play more tactically and less recklessly. It also creates additional uses for healers kits, and less used support/utility spells. Finally it creates a long term impact in the games and each character that can be expanded upon as the game goes on.
Rests: The Brutal difficulty can add tweaks to the resting mechanics as to draw players out more, as well as force them to plan their encounters, use consumables over rest resources and calculate risks as there is a more than likely chance a used resource may have been needed later. Effectively characters cannot take a long rest unless the are in a "trusted" area such as a safe village, Tavern room, ect. Characters attempting to take a short rest also must have some sort of safety or fortification in order to proceed, such as not being in a hostile region, or barricading themselves in a room. Finally there is a third "option" added through this tweak "respite", Characters may take a respite over the course of 10 minutes, up to 3 times per day. doing so allows them to roll 1 hit die. In a tactic node campaign the only "safe areas" for players to rest is settlements that have a town attitude in the friendly threshold, unless an area specifies otherwise.
Inventory: The Brutal difficulty also implements a unique method of calculating what a character can carry, instead of flat weight, it uses a "slot system" for items on your belt, and items in a backpack.
Rations: The Brutal difficulty can add back in the use of Rationing rules.
Durability: The Brutal difficulty adds a "durability System" which adds uses for various repair tools. It provides new downtime activities and more "attrition " to crawls.

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