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An invisible maze
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<blockquote data-quote="Evilhalfling" data-source="post: 5318501" data-attributes="member: 16991"><p>4e has 'daily' rests which are 8 hrs down time. These are easy enough to discourage/plan for. My players are usually reasonable about when or if they are taken. There are also 5 min breaks which restore HP and some powers (including healing spells) These are harder to discourage, and they are the bane of small traps, and single wandering monsters. </p><p></p><p>My problem player has come up with some fairly ingenous ways to ensure that the party gets these breaks, including carrying nails of sealing, fixing a mine-shaft elevator so that it was stuck in the shaft, vigerously running away or using enough diplomacy (a crit, for 42 total@ level 5) to get the guards to make them sandwitches, once even blowing a time pressure mission. </p><p></p><p>Although we still laugh about the sandwitches, it was thrown on top of a more reasonable argument once he saw the roll/total.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 5318501, member: 16991"] 4e has 'daily' rests which are 8 hrs down time. These are easy enough to discourage/plan for. My players are usually reasonable about when or if they are taken. There are also 5 min breaks which restore HP and some powers (including healing spells) These are harder to discourage, and they are the bane of small traps, and single wandering monsters. My problem player has come up with some fairly ingenous ways to ensure that the party gets these breaks, including carrying nails of sealing, fixing a mine-shaft elevator so that it was stuck in the shaft, vigerously running away or using enough diplomacy (a crit, for 42 total@ level 5) to get the guards to make them sandwitches, once even blowing a time pressure mission. Although we still laugh about the sandwitches, it was thrown on top of a more reasonable argument once he saw the roll/total. [/QUOTE]
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