Not Ariosto, but anyway: if you get in the habit of responding to encounters with appropriate force, rather than paving over everything with your highest-level spells as soon as it appears, you won't be screwed when the plot actually instructs you to endure through multiple fights, and there are a lot of reasons that this would happen, from wanting to avoid resting in a dungeon to ambushes to being on the defensive to time limits, only some of which are really avoidable.
The thing is, smart play only suggests that meeting everything with maximum force and then napping is the best course of action when you know you can take a nap afterwards. You don't usually know the story ahead of time in D&D because there's no way to save and reload and reading the module is generally frowned upon, so you really just have your best guess to go on.
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Also not Ariosto, but here's another voice saying that "Nova-15" is only smart play when the DM lets it be smart play. I have a great love for the humble magic-user/wizard at low levels, and when playing that part my largest contribution to many encounters is advice and tactics (i.e., the same thing Gandalf provided most often).
When appropriate, the spells come out (and I make sure that divination spells get used, as they are the most powerful in the game.....knowledge is very often superior to firepower when overcoming threats).
If I am out of spells, it's back to advice and tactics, and the occasional staff or dagger attack when needed.
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1. You could always take a page from the classic modules. Poison gas that slowly disables you while you try to find a way out of the ruins. The Ghost Tower of Inverness appears for only one night -- you need to do all you are going to do by dawn.
2. Less fantastically, the world continues to move while you nap.
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Basically, if the PCs nova everything in their path, then rest, the remainder simply vanish, taking their loot with them. After all, it is obvious how powerful the PCs are. If the PCs seem beatable, but are reliant on magic in repeated encounters, the opponents will negate that magic if they can.
Resting gives the monsters a chance to learn from their defeats, and take appropriate actions.
3. "Real Life". <snip>Keeping a calendar, and allowing events to happen while the PCs are away -- events that the PCs might want to engage in -- prevents too much time-wasting during adventures.
4. Wandering Monsters. Leaving enough oomph for one encounter won't help you if, over the course of 8 hours, you have six encounters. Stop to rest only where you are secure.
5. Rest Isn't Bad Per Se. There is nothing wrong with resting from time to time. But part of the fun of the game is weighing the benefits of resting against the costs.<snip>
And the chorus sings on...
Jeff Wilder
Someone in the Boston Marathon can choose to sprint at the beginning of the race, and will then have issues finishing the race. That doesn't mean that the "rules" for running a marathon are broken. It means that the "player" managed resources poorly, by choice or in ignorance.
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I personally appreciate that players (and their PCs) have to learn how to run a "marathon."
I like the "marathon" analogy. Well put.
Dannyalcatraz: Would I be correct if I said that you rested only when needed, and avoiding having to rest by making smart choices during (and before!) combat?
Were there (generally) external pressures keeping you from resting? Time pressures, NPC actions, etc.?
As a rule, our groups rest only when
absolutely needed AND when it was permitted by campaign circumstances. Sometimes, parties even had to flee foes we'd normally wipe out because they were running on empty. (Which, BTW, led to all kinds of interesting role-play scenarios.)
External pressure was exerted- as others have stated, things like time pressures, wandering monsters, no defensible campgrounds and intelligent foes who leave, reposition, reinforce or would otherwise adapt to our tactics ensured we couldn't camp at will. (If it helps, think of it like certain computer games in which you can only save your game at certain spots- if you die having completed 99% of the journey from Save Point A to Save Point B, you're respawning at Save Point A.)
For instance, when one party used a Rope Trick to evade foes and rest up- of course, they came out refreshed and recharged. It worked just as well the second and third times. The fourth time, however, while the party was resting, the space had been surrounded by a cylindrical wall of force (terminating at the ceiling and the floor), which was then filled with water by an opposing mage.
It was almost a TPK- the party survived because the rogue used the (unconscious) wizard's Rod of Cancellation...which he had to
find first...and the opposing mage making the classic Bond villain mistake of assuming his deathtrap had worked.