I have a question on the expected resource-management load in the endgame:
The last time the party has true downtime is near the beginning of adv12, after they get a letter from Rackus, when they are getting ready to send their airship into the void. So we'll assume the party is fully-rested, has a full loadout of consumable gear, and their prepared casters have chosen a good loadout of spells geared towards surviving in the Dreaming.
Then the party has several encounters that occur in-and-around Clover, which will presumably cause them to take damage, drink some potions, and cast some spells. They might not be on-guard to carefully converse, and might splurge. (This is an event foretold in the timetemple of adv8, and scenes like that can justify some high spend.)
After Av is shattered, the living-half of the players' souls end up in rural Risur (adv13). From this point, they now become aware that they are on a no-rest-until-the-game-ends marathon. Time to save up the big guns and be miserly with spell slots.
Are the PCs fully-healed at this point? Or do they have to live with the consequences of their spend in the Dreaming? It might be easy enough to say that everyone's at full-HP, but what about prepared casters? Do they get a fresh loadout of spells, or are they trapped into their Dreaming-specialized spec? In Pathfinder rules, it's possible for certain classes (like the Wizard), to have all their slots "fresh", and thus only require an hour's time to fill - but until then, a fresh slot is an empty slot. So if we fresh-wipe the Wizard, then he's got no spells for the first fight of adv13 (which occurs at their wakeup location). Other caster-types, like Clerics, don't even have this option.
As for gear, it's pretty clear that anything consumed during the time in Clover is still gone, but is there really any time to buy (seize?) new scrolls in Flint after it is liberated? If so, that can be tantamount to a full-heal-style-refresh, taken right before the final battle.
I'm not GMing Zeitgeist right now, but I'm a player in a high-level dungeoncrawl right now (Scarwall, if anyone's curious), and attrition and careful resource management is playing a heavy role there, and it got me thinking about Zeitgeist's great final sprint.
The last time the party has true downtime is near the beginning of adv12, after they get a letter from Rackus, when they are getting ready to send their airship into the void. So we'll assume the party is fully-rested, has a full loadout of consumable gear, and their prepared casters have chosen a good loadout of spells geared towards surviving in the Dreaming.
Then the party has several encounters that occur in-and-around Clover, which will presumably cause them to take damage, drink some potions, and cast some spells. They might not be on-guard to carefully converse, and might splurge. (This is an event foretold in the timetemple of adv8, and scenes like that can justify some high spend.)
After Av is shattered, the living-half of the players' souls end up in rural Risur (adv13). From this point, they now become aware that they are on a no-rest-until-the-game-ends marathon. Time to save up the big guns and be miserly with spell slots.
Are the PCs fully-healed at this point? Or do they have to live with the consequences of their spend in the Dreaming? It might be easy enough to say that everyone's at full-HP, but what about prepared casters? Do they get a fresh loadout of spells, or are they trapped into their Dreaming-specialized spec? In Pathfinder rules, it's possible for certain classes (like the Wizard), to have all their slots "fresh", and thus only require an hour's time to fill - but until then, a fresh slot is an empty slot. So if we fresh-wipe the Wizard, then he's got no spells for the first fight of adv13 (which occurs at their wakeup location). Other caster-types, like Clerics, don't even have this option.
As for gear, it's pretty clear that anything consumed during the time in Clover is still gone, but is there really any time to buy (seize?) new scrolls in Flint after it is liberated? If so, that can be tantamount to a full-heal-style-refresh, taken right before the final battle.
I'm not GMing Zeitgeist right now, but I'm a player in a high-level dungeoncrawl right now (Scarwall, if anyone's curious), and attrition and careful resource management is playing a heavy role there, and it got me thinking about Zeitgeist's great final sprint.