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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="Rechan" data-source="post: 5789228" data-attributes="member: 54846"><p>OH yes I've seen the 20 minute adventuring day. I remember I joined a group playing a published adventure. They walked into the first room of a dungeon, killed two guards, and said, "WELP, I cast two spells. Let's rest." </p><p></p><p>And the DM just shrugged and said, "OK." </p><p></p><p>I wanted to tear my hair out. </p><p></p><p>Part of the problem was the <strong>published</strong> adventure design. It was the "badguys have stolen important magic wands crucial to saving our city" adventure in the Shackled City campaign. So, Pcs had to recover wands that multiple NPCs carried. Each NPC was stationed in different parts of a Large dungeon. The NPC's respective camps did not interact with one another (The wizard holed up in his study, the undead cleric and his mindless undead in some caves, the fighter/cleric and mercs in her section) so the dungeon factions <em>did not communicate</em> regularly. There was no way for the party to accomplish the mission without scouring the whole thing, fighting at <em>least</em> 15 encounters (at level 3-4 ish). It was a grinder.</p><p></p><p>Furthermore, the entrance to the dungeon was accessible by a cable car. The PCs took out the guards, <em>left</em>, <em>hired mercenaries</em> to control the cable car mechanism, and prevented any enemies from ever escaping. But the PCs could leave at their leisure; they went back to town <em>again</em> at one point!</p><p></p><p>Even so, the party would go in, have some fights, then rest with no repercussions.</p><p></p><p>Suffice to say, I didn't stay with that group.</p><p></p><p>But look at something like a Megadungeon. Undermountain, etc. I don't see how you could ever run a Megadungeon <em>without</em> constantly resting. And if the entire dungeon creacted to that, then the whole premise falls apart.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5789228, member: 54846"] OH yes I've seen the 20 minute adventuring day. I remember I joined a group playing a published adventure. They walked into the first room of a dungeon, killed two guards, and said, "WELP, I cast two spells. Let's rest." And the DM just shrugged and said, "OK." I wanted to tear my hair out. Part of the problem was the [B]published[/B] adventure design. It was the "badguys have stolen important magic wands crucial to saving our city" adventure in the Shackled City campaign. So, Pcs had to recover wands that multiple NPCs carried. Each NPC was stationed in different parts of a Large dungeon. The NPC's respective camps did not interact with one another (The wizard holed up in his study, the undead cleric and his mindless undead in some caves, the fighter/cleric and mercs in her section) so the dungeon factions [i]did not communicate[/i] regularly. There was no way for the party to accomplish the mission without scouring the whole thing, fighting at [I]least[/I] 15 encounters (at level 3-4 ish). It was a grinder. Furthermore, the entrance to the dungeon was accessible by a cable car. The PCs took out the guards, [I]left[/I], [I]hired mercenaries[/I] to control the cable car mechanism, and prevented any enemies from ever escaping. But the PCs could leave at their leisure; they went back to town [I]again[/I] at one point! Even so, the party would go in, have some fights, then rest with no repercussions. Suffice to say, I didn't stay with that group. But look at something like a Megadungeon. Undermountain, etc. I don't see how you could ever run a Megadungeon [I]without[/I] constantly resting. And if the entire dungeon creacted to that, then the whole premise falls apart. [/QUOTE]
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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