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My tweak to make (Champion) Fighters decent
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<blockquote data-quote="Flamestrike" data-source="post: 7121565" data-attributes="member: 6788736"><p>Yet Ive run my players through;</p><p></p><p>1) Several Pazio adventures in and around Falcons Hollow (D0 Hollows last hope and D1 Curse of the Kobold King), and </p><p>2) 3/4 of the Age of Worms adventure path, plus </p><p>3) 2 x AD&D modules I converted on the fly (White Plume Mountain, and Lost Island of Castanamiir)</p><p></p><p>The PCs are all now 14th-16th level.</p><p></p><p>I managed to apply time contraints on around 50-75 percent of those adventures (which is slightly above the number needed) with ease.</p><p></p><p></p><ul> <li data-xf-list-type="ul">There was a captured sorcereress in AoW that the PCs had to rescue before the Lizard folk ate her.</li> <li data-xf-list-type="ul">There was seige of a keep, where the enemies attacked in waves before dawn.</li> <li data-xf-list-type="ul">There was a plague that required 3 ingredients to cure, and NPCs were dying all the time.</li> <li data-xf-list-type="ul">There was as rival band of adventurers trying to explore the Whisperin Cairn at the same time as the PCs</li> <li data-xf-list-type="ul">There were kidnapped children that the PCs were trying to save</li> <li data-xf-list-type="ul">The PCs got stuck on an Island and had three days to find the escape from the dungeon before being marooned.</li> <li data-xf-list-type="ul">The PCs had 4 hours to recover the three weapons (Wave Whelm and Blackrazor) before the Archmage returned to the dungeon</li> <li data-xf-list-type="ul">The PCs were captured by dopplegangers and had no time to rest</li> <li data-xf-list-type="ul">The PCs were in an arena fight that had 3 fights per day against rival gladiator teams, with a short rest after each fight. At night they were exploring under the arena, and unable to long rest</li> <li data-xf-list-type="ul">There was an Orc invasion (noted above) where the PCs had to stop a ritual before a certain time elapsed</li> </ul><p></p><p>Etc, etc etc.</p><p></p><p>Some adventuring days the PCs only get the one encounter. Some days they are not on the clock at all and are free to do things at their own pace. But due to the frequency of 'multiple encounters between long rests' (happening around 50-75 percent of the time)<u> the players always conserve resources and rarely nova </u>(they've been caught out a few times nova-ing what they thought was a single encounter... but instead turned out to be the first of many for that day!)</p><p></p><p>I dont know why you're so <strong>hostile </strong>to this idea S'mon. Myself and other DMs are trying to help you and give you advice to make your campaigns balance better, provide more narrative pacing outside of you just sitting back and allowing your players to engage in the 5 minute adventuring day.</p><p></p><p>All we're doing is giving you advice on how to avoid or manage the 5 minute adventuring day. Which is part of the DMs job.</p><p></p><p>Unless you prefer the 5 minute adventuring day for some reason. Personally I think its ridiculous contrivance and one not seen in any fiction. The heroes never nuke an encounter, fall back to sleep for 8 hours, nuke another encounter, sleep 8 more hours etc.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7121565, member: 6788736"] Yet Ive run my players through; 1) Several Pazio adventures in and around Falcons Hollow (D0 Hollows last hope and D1 Curse of the Kobold King), and 2) 3/4 of the Age of Worms adventure path, plus 3) 2 x AD&D modules I converted on the fly (White Plume Mountain, and Lost Island of Castanamiir) The PCs are all now 14th-16th level. I managed to apply time contraints on around 50-75 percent of those adventures (which is slightly above the number needed) with ease. [LIST] [*]There was a captured sorcereress in AoW that the PCs had to rescue before the Lizard folk ate her. [*]There was seige of a keep, where the enemies attacked in waves before dawn. [*]There was a plague that required 3 ingredients to cure, and NPCs were dying all the time. [*]There was as rival band of adventurers trying to explore the Whisperin Cairn at the same time as the PCs [*]There were kidnapped children that the PCs were trying to save [*]The PCs got stuck on an Island and had three days to find the escape from the dungeon before being marooned. [*]The PCs had 4 hours to recover the three weapons (Wave Whelm and Blackrazor) before the Archmage returned to the dungeon [*]The PCs were captured by dopplegangers and had no time to rest [*]The PCs were in an arena fight that had 3 fights per day against rival gladiator teams, with a short rest after each fight. At night they were exploring under the arena, and unable to long rest [*]There was an Orc invasion (noted above) where the PCs had to stop a ritual before a certain time elapsed [/LIST] Etc, etc etc. Some adventuring days the PCs only get the one encounter. Some days they are not on the clock at all and are free to do things at their own pace. But due to the frequency of 'multiple encounters between long rests' (happening around 50-75 percent of the time)[U] the players always conserve resources and rarely nova [/U](they've been caught out a few times nova-ing what they thought was a single encounter... but instead turned out to be the first of many for that day!) I dont know why you're so [B]hostile [/B]to this idea S'mon. Myself and other DMs are trying to help you and give you advice to make your campaigns balance better, provide more narrative pacing outside of you just sitting back and allowing your players to engage in the 5 minute adventuring day. All we're doing is giving you advice on how to avoid or manage the 5 minute adventuring day. Which is part of the DMs job. Unless you prefer the 5 minute adventuring day for some reason. Personally I think its ridiculous contrivance and one not seen in any fiction. The heroes never nuke an encounter, fall back to sleep for 8 hours, nuke another encounter, sleep 8 more hours etc. [/QUOTE]
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