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Rule-of-Three: 07/10/2012
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<blockquote data-quote="Tovec" data-source="post: 5966442" data-attributes="member: 95493"><p>My question is what happens if you want to run a game that is SHORTER than they planned for. Too often I am in the position where I'm NOT having the party do 4 encounters a day. Instead they'll usually crank out one maybe two (typically they are larger but that is really irrelevant) and then rest. That is intentional on their behalf and mine. I don't want to have to push through 4 encounters every (in game) day just to have them use up their powers. This consequently has them have too many powers or too many options for the encounters of their level, with very few ways of balancing it or reducing their strength.</p><p></p><p>That is a major complaint I have with psionics. As I was informed by my powergaming psionics player one time "yes but if we have 5 encounters today I'm screwed." Since that never happened he was able to more easily "nova" than anyone else in the party and I hated it.</p><p>--Also note that nova situation or scry and fry almost never happened in my games.</p><p></p><p></p><p></p><p>I'm just curious, are you a DM .. like ever?</p><p></p><p>Also, being at full power after every fight works for some but it definitely doesn't work for others.</p><p></p><p>Also, that would effectively mean you could go from killing rats in a cellar to killing Asmodeus all without having a sniffle slow you down.</p><p></p><p>Also, if your group hates spending time during their precious gameplay time doing the "downtime" stuff then skip it. That is fine, skip it. I once played in a game where it was assumed, as a standing order, that all party members had free access to buying and selling any and all gear between games. It was a very rushed and crazy game. Don't get me wrong it was a lot of fun, but it wasn't something I wanted to have in every game and certainly not in every campaign. It was very immersion breaking - it was our weekly meatgrinder game.</p><p></p><p></p><p></p><p>Bear traps cause a -1? ONLY?</p><p></p><p>How does it mend? When does it mend?</p><p></p><p>A -1 speed penalty. What does that even mean?</p><p></p><p></p><p>I though the biggest reason the spellcasters wanted to go nova was because going nova provided the following (where not going nova didn't):</p><p>1: Allowed you to kill things really quickly.</p><p>2: Allowed insane combinations of spells and effects.</p><p>3: Allowed scry and fry tactics, or any tactics that were "teleport in and wreak havoc"</p><p>I didn't realize that wizards went nova because it was a desire to do things magical all the time.</p><p></p><p>Heck, the only times in our games where wizards blew through their higher level spells and were out was when it was necessary. Which then necessitated the need to rest and recoup those spells. Yes they could use lower levels spells - which they invariably still had - but those were often not nearly as useful as their highest level at any given moment.</p></blockquote><p></p>
[QUOTE="Tovec, post: 5966442, member: 95493"] My question is what happens if you want to run a game that is SHORTER than they planned for. Too often I am in the position where I'm NOT having the party do 4 encounters a day. Instead they'll usually crank out one maybe two (typically they are larger but that is really irrelevant) and then rest. That is intentional on their behalf and mine. I don't want to have to push through 4 encounters every (in game) day just to have them use up their powers. This consequently has them have too many powers or too many options for the encounters of their level, with very few ways of balancing it or reducing their strength. That is a major complaint I have with psionics. As I was informed by my powergaming psionics player one time "yes but if we have 5 encounters today I'm screwed." Since that never happened he was able to more easily "nova" than anyone else in the party and I hated it. --Also note that nova situation or scry and fry almost never happened in my games. I'm just curious, are you a DM .. like ever? Also, being at full power after every fight works for some but it definitely doesn't work for others. Also, that would effectively mean you could go from killing rats in a cellar to killing Asmodeus all without having a sniffle slow you down. Also, if your group hates spending time during their precious gameplay time doing the "downtime" stuff then skip it. That is fine, skip it. I once played in a game where it was assumed, as a standing order, that all party members had free access to buying and selling any and all gear between games. It was a very rushed and crazy game. Don't get me wrong it was a lot of fun, but it wasn't something I wanted to have in every game and certainly not in every campaign. It was very immersion breaking - it was our weekly meatgrinder game. Bear traps cause a -1? ONLY? How does it mend? When does it mend? A -1 speed penalty. What does that even mean? I though the biggest reason the spellcasters wanted to go nova was because going nova provided the following (where not going nova didn't): 1: Allowed you to kill things really quickly. 2: Allowed insane combinations of spells and effects. 3: Allowed scry and fry tactics, or any tactics that were "teleport in and wreak havoc" I didn't realize that wizards went nova because it was a desire to do things magical all the time. Heck, the only times in our games where wizards blew through their higher level spells and were out was when it was necessary. Which then necessitated the need to rest and recoup those spells. Yes they could use lower levels spells - which they invariably still had - but those were often not nearly as useful as their highest level at any given moment. [/QUOTE]
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