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General Tabletop Discussion
*TTRPGs General
A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="BlubSeabass" data-source="post: 5270431" data-attributes="member: 87308"><p>To be fair I don't really understand your point. Do I understand it correctly that you wan't to keep the pace of the encounters in the hand of the DM? Thus you prefer environmental rest places, to reset the resources and dictate the pace in which the PC's try a challenge and take a nap?</p><p></p><p>If so, I see your point. It's like in games like final fantasy, where a save point after a long time means you better get ready. You don't want the PC's to walk into your BBEG with 20% of their resources left. Setting resting places and the PC's always using them gives the DM control and anticipation over the difficulty of a challenge. Two very important factors in the fun-o-meter of an encounter. A very valid point.</p><p></p><p>Still, this is on the edge of metagaming and railroading. I think other techniques are better for warning, like foreshading, dramatic entrances,interrogations or other clues. If they are used correctly, not only does emersion rises, but the players can anticipate the difficulty of the upcoming challenge. If they expect to meet the BBEG in the room ahead, and don't think they are up to the challenge, they can always go back to rest at your specific rest point.</p><p></p><p>That said, high CR ambushes do become more dangerous. The party may think they can handle the next normal battle, but may not be prepared for a serious challenge. To be honest, I think that is quite charming =3.</p></blockquote><p></p>
[QUOTE="BlubSeabass, post: 5270431, member: 87308"] To be fair I don't really understand your point. Do I understand it correctly that you wan't to keep the pace of the encounters in the hand of the DM? Thus you prefer environmental rest places, to reset the resources and dictate the pace in which the PC's try a challenge and take a nap? If so, I see your point. It's like in games like final fantasy, where a save point after a long time means you better get ready. You don't want the PC's to walk into your BBEG with 20% of their resources left. Setting resting places and the PC's always using them gives the DM control and anticipation over the difficulty of a challenge. Two very important factors in the fun-o-meter of an encounter. A very valid point. Still, this is on the edge of metagaming and railroading. I think other techniques are better for warning, like foreshading, dramatic entrances,interrogations or other clues. If they are used correctly, not only does emersion rises, but the players can anticipate the difficulty of the upcoming challenge. If they expect to meet the BBEG in the room ahead, and don't think they are up to the challenge, they can always go back to rest at your specific rest point. That said, high CR ambushes do become more dangerous. The party may think they can handle the next normal battle, but may not be prepared for a serious challenge. To be honest, I think that is quite charming =3. [/QUOTE]
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A Discussion in Game Design: The 15 minute work day.
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