Note that all of this is regarding a future possible FReq, not this. As I said, but since it was questioned...
Yes, but if you're on the gCLI and you type adventure 5 super grass, it will adventure 5 times in the super-intense mega-grassfire.
If you're on the Adventure tab, and you change the number of adventures to 5, and choose the super-intense mega-grassfire as your location, and throw some text into the condition box but decide you don't actually want it so you don't finish whatever you were typing and just click the adventure button instead... you'll get 5 adventures at the super-intense mega-grassfire with a failed condition at the end, since the condition you didn't really want to add was added.
Conversely, if you wanted to add a condition of a hot egg in the Adventuring tab and wanted it to stick, you'd need to actually spend an adventure... somewhere. Could be at the super grass, could be at the treasury. Doesn't really matter... you need to spend an adventure to set new conditions using the Adventuring tab.
What I'm saying would be useful is a way to actually control the conditions without necessarily needing to spend adventures, similar to actually using the gCLI. For one thing, it would make things more friendly for newbies who have no clue when their conditions are set, so their adventuring ends with an unhappy red colour instead of the successful green. As well, you'd be able to (potentially) remove a single condition out of your goals without needing to know exactly what the right number is, as you need to using the gCLI currently. As a third bonus, no need to actually adventure to set goals, and no goals set when you don't want them to be because you were looking at possible goals for the area.
Basically, more transparency on what's happening, when, why. While making it easier.
But like I said initially in post 7 and at the start of this post... that's a different FReq.
