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Rule-of-Three: 07/10/2012
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<blockquote data-quote="Mika" data-source="post: 5966313" data-attributes="member: 56588"><p>That intelligence table led to some rather counter-intuitive play by the wizard in my 2E game. She deliberately rejected the chance to copy a spell from a scroll into her spellbook because she was closing in on her maximum number of spells for that level and wanted to keep the remaining slots open for spells that were more useful than the one on that scroll.</p><p></p><p>In regard to the "5 minute adventuring day", one problem is that there are only story/world reasons not to take a long rest whenever you can -- there are few if any mechanical rewards for pressing on. In 4E, milestones get you extra daily magic item uses (eventually nixed) and action points (which are of diminishing value if you start accumulating more than you expect to be able to use that day). In prior editions, the only reward for pressing on is that you might go into a new encounter with your buffs from a previous encounter still in effect -- not much incentive if you have time to rest up, regain all of your resources, and re-cast those buffs. All you lose from taking an extended rest is time -- and the value of the lost time is strictly up to DM fiat.</p><p></p><p>Maybe each encounter during a day should grant more XPs than the one before it? After all, it is more difficult to clear out seven dungeon rooms in one day than one at a time over the course of a week, so maybe the players should be rewarded for accomplishing a more difficult task.</p></blockquote><p></p>
[QUOTE="Mika, post: 5966313, member: 56588"] That intelligence table led to some rather counter-intuitive play by the wizard in my 2E game. She deliberately rejected the chance to copy a spell from a scroll into her spellbook because she was closing in on her maximum number of spells for that level and wanted to keep the remaining slots open for spells that were more useful than the one on that scroll. In regard to the "5 minute adventuring day", one problem is that there are only story/world reasons not to take a long rest whenever you can -- there are few if any mechanical rewards for pressing on. In 4E, milestones get you extra daily magic item uses (eventually nixed) and action points (which are of diminishing value if you start accumulating more than you expect to be able to use that day). In prior editions, the only reward for pressing on is that you might go into a new encounter with your buffs from a previous encounter still in effect -- not much incentive if you have time to rest up, regain all of your resources, and re-cast those buffs. All you lose from taking an extended rest is time -- and the value of the lost time is strictly up to DM fiat. Maybe each encounter during a day should grant more XPs than the one before it? After all, it is more difficult to clear out seven dungeon rooms in one day than one at a time over the course of a week, so maybe the players should be rewarded for accomplishing a more difficult task. [/QUOTE]
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