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Slow Natural Healing in actual play
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<blockquote data-quote="5ekyu" data-source="post: 7323706" data-attributes="member: 6919838"><p>Ok so if you want players to make choices other than combat more often AND do not want to add downtime consequences then i would say the change to require longer and longer periods of downtime is not the way to go. </p><p></p><p>You are literally hanging up a sword of "stuff you and i wont enjoy -unfun" and hoping they wont cut the thread. Its like holding a gun ppinted at "fun" and saying "dont do it or the ..... gets it."</p><p></p><p>I suggest you look at a variety of things you think would be FUN and put them into the other "strategic" options. As Kevin Costner said "Ifyou make it fun, they will play it."</p><p></p><p>Or more heavy handed...</p><p></p><p>One IMO big candidate is the SpiderMan principle. Put simply, they cannot beat the bad guy straight up. </p><p></p><p>Out of the box, head on, they lose. </p><p></p><p>But... If they change the circumstances... They can win. </p><p></p><p>Sneak around and remove macgufgin 1-3 and his assistants will be unable to help. </p><p></p><p>Find a missing macguffin and his whammy items will fail for a round or ten. </p><p></p><p>Make alliances for some ritual casting from allies that...</p><p></p><p>Make alliances for allies to draw off his forces.</p><p></p><p>All of these still allow the combats to take place but to varying degrees require or reward the other approaches as well.</p><p></p><p>But as a real look in the mirror, consider, if your players keep "gping to" fighting thru when they get the opportunity MAYBE just MAYBE you as GM actively moving to change/setup the campain to make that not work anymore or as much is not really in the service of the fun for everybody as much as maybe to your preferences.</p><p></p><p></p><p></p><p></p><p>Sent from my [device_name] using <a href="http://EN World mobile app" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7323706, member: 6919838"] Ok so if you want players to make choices other than combat more often AND do not want to add downtime consequences then i would say the change to require longer and longer periods of downtime is not the way to go. You are literally hanging up a sword of "stuff you and i wont enjoy -unfun" and hoping they wont cut the thread. Its like holding a gun ppinted at "fun" and saying "dont do it or the ..... gets it." I suggest you look at a variety of things you think would be FUN and put them into the other "strategic" options. As Kevin Costner said "Ifyou make it fun, they will play it." Or more heavy handed... One IMO big candidate is the SpiderMan principle. Put simply, they cannot beat the bad guy straight up. Out of the box, head on, they lose. But... If they change the circumstances... They can win. Sneak around and remove macgufgin 1-3 and his assistants will be unable to help. Find a missing macguffin and his whammy items will fail for a round or ten. Make alliances for some ritual casting from allies that... Make alliances for allies to draw off his forces. All of these still allow the combats to take place but to varying degrees require or reward the other approaches as well. But as a real look in the mirror, consider, if your players keep "gping to" fighting thru when they get the opportunity MAYBE just MAYBE you as GM actively moving to change/setup the campain to make that not work anymore or as much is not really in the service of the fun for everybody as much as maybe to your preferences. Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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