Not to mention the fact that goblins are usually accompanied by Hobgoblins and Bugbears.
Or act as the "cannon fodder" for such beinga.
Not to mention the fact that goblins are usually accompanied by Hobgoblins and Bugbears.
Or act as the "cannon fodder" for such beinga.
Not sure if anyone has mentioned this before so I apologize if it's been said already. Hell, maybe it needs to be said more than once but I believe the whole "5-15 minute work day" is an internet forum problem and not one that happens at most tables.
I'm not at every table so I can't confirm this but it's what I believe.
I can't speak for every table, but I've seen it crop up a few times, both as GM and player. Not often, but it happens. I have no reason to believe that the groups I've played in were unique in that regard.
The point is that, in a "living world", sentient beings like goblins will not simply sit there and wait for the PCs to hit & run attack them until they are all dead. At some point, they will act proactively, either by fight or by flight.
You ask how goblins might find out about the PCs? Well, depending on the goblins, they may have trackers (rogues, scouts, rangers, etc.) among their number- do your PCs take anti-tracking countermeasures?
Even if they don't find the PCs camp, they may track back to the township where they resupply, boiling out of their warrens like agitated Africanized bees, killing everything in sight...
I'm sure it does crop up but not enough to base an entire system around.
Remember the 'Gnome problem?' A problem that doesn't crop up for everyone is still a problem.I'm sure it does crop up but not enough to base an entire system around.
If the humanoids were already powerful enough to wipe out an entire town, presumably fortified since they have humanoids for neighbours, how exactly were the PC's supposed to deal with them in the first place?
"...All you have to do is tell them they are being attacked,
and denounce the peacemakers for lack of patriotism and exposing the
country to danger. It works the same in any country."
~ Hermann Goering, on getting a nation to go to war.
The "15MAD" problem is a problem wherein the party becomes more effective by resting to recover all their resources before each encounter so that they never have a situation where they run low on resources.
In response to both these posts, I really want to reiterate what Mustrum_Ridcully has been saying:There's one point I think is worth adding about the effect of the "living world" approach, which is that it's not really a punishment or an incentive to employ the 15 min tactic.
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It merely changes the costs and benefits so the 15MAD tactic is no longer almost always optimal. The PCs in a living world campaign may sometimes nova and retreat. That's a tactical decision, and it's fine.
That is _one_ of the problems. The other problem is that only _some_ of the members of that group actually benefit from this type of rest, in the sense that these members will have more imrpessive and more decisive abilties than the other members, making the others feel less required.
What is also bad is that the members with these significant resources also get the best ability to dictate or enable an extended rest.
That is, it's a mechanical problem needing a mechanical solution. Telling people that the issue would just go away if they used wandering monsters and a "living, breathing world" (as if the rest of us only GM sterile, boring worlds) is not very helpful.Well, that's kind of a bang-on problem with regards to some characters having daily resources and others not
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if it IS a problem, then there are lots of solutions that one can use, depending on how one wants to solve the problem. From adjusting XP awards to reactive environments to fighter dailies to milestones.
I think Mustrum_Ridcully have spoken pretty clearly about how we've solved the issue in 4e.I'm eager to dialogue with someone who has actually had this problem
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I'd even settle for someone who has had this problem in previous "e's," and talking about what solutions may or may not work for them and why, but even these folks are kind of tough to find.
I don't think this is true. If resource management is of non-rechargable abilities (some spells in Runequest, potions and scrolls in D&D, etc) then there is no incentive to rest because you won't recharge them.So long as there is any resource management of significant impact, the 15MAD concept will still be possible.
There's nothing wrong with that as such, but if the answer is "The gameworld has got much more boring", then why would I (as a GM trying to run a fun game) want to do that? Conversely, if the the answer is "The gameworld has got more interesting in this way", then how have I discouraged the players?I think the problem people are having with the suggestion of "A living world is a useful tool to prevent the 15MWD" is that it has a (probably unintended) negative connotation to it - that it's something you employ specifically to discourage a playing style.
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Whereas I think the intended usage is more along the lines of "Okay, they're out of the picture for the next eight hours. What's everyone else in the area likely to be doing in the meantime?"
Agreed. I think some sort of milestone/Action Point mechanic can be one important part of this - depleting resources (be they spells or hit points or other slow-recharge resources) causes a new resource to grow.we need as many tools and techniques as we can get along with clear instructions on when, how, and why to use them. That also includes when not to use them.
I'm personally not a big fan of this style of play - I don't like to set up stakes on which I'm not prepared, as GM, to follow through - but I assume it must come up in a lot of adventure path play.I once played in a game where the DM ran one adventure where we had to save the princess from some people attacking the castle. It was obvious that we were delaying much longer than he expected. The princess should have died, given how long we took to get there....but, the DM had planned for the next adventure to be us escaping the castle with the princess, and as the last surviving member of the royal family, using her as a plot device ot raise an army and take back the kingdom.
So, it didn't matter how long we took, because the time limit was artificial.
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When I ran that campaign against the cultists, they'd rest after nearly every encounter and I'd have to say, out of character, "You guys do remember that these cultists ARE trying to summon a god who will destroy the world, right? So, you guys are going to risk it by resting while you still have hitpoints left?"