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Advice: A less hectic workday for my D&D characters
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<blockquote data-quote="Fanaelialae" data-source="post: 7406980" data-attributes="member: 53980"><p>I was going to say something along the same lines.</p><p></p><p>Relying rope trick and tiny hut to rest whenever you want makes it fairly easy to get yourself into a deadly ambush. Maybe there was a goblin hiding nearby who sees you scamper up the rope and runs off to find his friends. Tiny hut is even more noticeable (although, since PCs can attack through it, I would just have the enemy hide nearby unless they can cast dispel magic or can burrow under it). It certainly won't (or at least shouldn't) happen every time. It is reasonably smart play, and that ought to be rewarded more often than not IMO. But it's also low hanging fruit as smart play goes, so there's nothing wrong with making it the bad choice from time to time. Ideally, you find a safe place to rest and then use these spells to hedge your bet.</p><p></p><p>Personally though, I like the idea of offering an incentive, such as additional XP, for pushing on. Want to play it safe, no problem. You'll simply level significantly more slowly than a party that takes risks. In this way, the party can opt into their own level of risk vs reward.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7406980, member: 53980"] I was going to say something along the same lines. Relying rope trick and tiny hut to rest whenever you want makes it fairly easy to get yourself into a deadly ambush. Maybe there was a goblin hiding nearby who sees you scamper up the rope and runs off to find his friends. Tiny hut is even more noticeable (although, since PCs can attack through it, I would just have the enemy hide nearby unless they can cast dispel magic or can burrow under it). It certainly won't (or at least shouldn't) happen every time. It is reasonably smart play, and that ought to be rewarded more often than not IMO. But it's also low hanging fruit as smart play goes, so there's nothing wrong with making it the bad choice from time to time. Ideally, you find a safe place to rest and then use these spells to hedge your bet. Personally though, I like the idea of offering an incentive, such as additional XP, for pushing on. Want to play it safe, no problem. You'll simply level significantly more slowly than a party that takes risks. In this way, the party can opt into their own level of risk vs reward. [/QUOTE]
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Advice: A less hectic workday for my D&D characters
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