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15 Minute Adventuring Day
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<blockquote data-quote="Raven Crowking" data-source="post: 5504784" data-attributes="member: 18280"><p>Sorry, guys, but this was inherent in the design, and predicted from the designer blogs long before release. </p><p></p><p>Here's a fix for you that should work:</p><p></p><p>(1) Buy a deck of cards with cool images. This can be a standard 52-card deck, a tarot deck, whatever you like. Or use poker chips. Whatever floats your boat, so long as you have it, and the players do not.</p><p></p><p>(2) Tell the players you are experimenting with a "non-renewable resource". I.e., once spent, it is gone forever. This resource can be used to buy healing surges, extra uses of dailies, whatever else you desire.</p><p></p><p>(3) Come up with a fluff description of what these cards represent in the game world. This fluff description should require that someone specific holds them, but that they can be used by that person, or that said person can spend an Action to use them for another within, say, a 30-foot range. Call 'em "charms" if you like.</p><p></p><p>(3) Then include limited numbers of these cards, without designating who gets to hold them, and without giving out enough at any one time for every PC to have one, unless they save them up.</p><p></p><p>(4) When they use them, they return the chip or card to you. When they find one, you deal them out a new card or chip.</p><p></p><p>The goal is to include some factor that (A) allows the PCs to renew important resources (thus giving them the means to keep going), but (B) is not under the control of the players (so that it is actually exciting/rewarding to find) and (C) is only obtained by interacting with the world (so that the PCs must do something to get them).</p><p></p><p>Now, here's the kicker (and you need to ensure that your players understand this): Most creatures don't want these charms to fall into enemy hands. Some will use them themselves, others will destroy them if you wait to long. Still more will simply take them and decamp. <strong><em>If you snooze, you lose.</em></strong></p><p></p><p>Done properly, this will help lure the players into risking just one more encounter, while giving them the means to not only handle that encounter, but, possibly, <strong><strong><em>just one more.....</em></strong></strong></p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5504784, member: 18280"] Sorry, guys, but this was inherent in the design, and predicted from the designer blogs long before release. Here's a fix for you that should work: (1) Buy a deck of cards with cool images. This can be a standard 52-card deck, a tarot deck, whatever you like. Or use poker chips. Whatever floats your boat, so long as you have it, and the players do not. (2) Tell the players you are experimenting with a "non-renewable resource". I.e., once spent, it is gone forever. This resource can be used to buy healing surges, extra uses of dailies, whatever else you desire. (3) Come up with a fluff description of what these cards represent in the game world. This fluff description should require that someone specific holds them, but that they can be used by that person, or that said person can spend an Action to use them for another within, say, a 30-foot range. Call 'em "charms" if you like. (3) Then include limited numbers of these cards, without designating who gets to hold them, and without giving out enough at any one time for every PC to have one, unless they save them up. (4) When they use them, they return the chip or card to you. When they find one, you deal them out a new card or chip. The goal is to include some factor that (A) allows the PCs to renew important resources (thus giving them the means to keep going), but (B) is not under the control of the players (so that it is actually exciting/rewarding to find) and (C) is only obtained by interacting with the world (so that the PCs must do something to get them). Now, here's the kicker (and you need to ensure that your players understand this): Most creatures don't want these charms to fall into enemy hands. Some will use them themselves, others will destroy them if you wait to long. Still more will simply take them and decamp. [B][I]If you snooze, you lose.[/I][/B] Done properly, this will help lure the players into risking just one more encounter, while giving them the means to not only handle that encounter, but, possibly, [B][B][I]just one more.....[/I][/B][/B] [/QUOTE]
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