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And then you have a nice winter, whilst the wizard slaves in the lab...
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<blockquote data-quote="F5" data-source="post: 2053221" data-attributes="member: 4607"><p>Downtime, or the lack thereof, is a pet peeve of mine.</p><p></p><p>The game is built with the assumption of downtime; certain aspects of the game in particular. In just about every game I've played in for the past 5 years or so, the campaign has consisted of a race against impossible odds to save the world from inescapable evil. Really great, epic (not 20+ level epic, but the original meaning of the term) adventure arcs, with all sorts of heroics and drama and butt-kicking fight scenes. This is cool. What's not cool is that once the world has been saved (or not...) the game ends. The DM says "well, that's all I got", and we start up something new. It makes it almost impossible to play a wizard. Or, at least, to play an effective wizard. </p><p></p><p>In the current campaign I've used up most of my scrolls, and gone for about 5 levels without scribing a single new spell in my spellbook, other than the 2 free per level. I sunk a couple of feats into Item Creation, and they're basically wasted. When you only have a few days to find a way to stop the evil army, taking a week out to craft a Headband of Intellect is just not an option. The characters have built absolutely no connections with the wider world, because there just isn't time. How can you justify taking time to get to know the mayor of Bumbletown, when you have MERE SECONDS to reach the crystal whatzit, BEFORE IT'S TOO LATE!?!?!?</p><p></p><p>Anyway, ranting aside, this is purely a function of the game I'm in, not anything about the rules themselves. I guess the point I'm making is that, to all those dissenters who feel that taking long stretches of downtime is a bad thing, the opposite can also be true...</p></blockquote><p></p>
[QUOTE="F5, post: 2053221, member: 4607"] Downtime, or the lack thereof, is a pet peeve of mine. The game is built with the assumption of downtime; certain aspects of the game in particular. In just about every game I've played in for the past 5 years or so, the campaign has consisted of a race against impossible odds to save the world from inescapable evil. Really great, epic (not 20+ level epic, but the original meaning of the term) adventure arcs, with all sorts of heroics and drama and butt-kicking fight scenes. This is cool. What's not cool is that once the world has been saved (or not...) the game ends. The DM says "well, that's all I got", and we start up something new. It makes it almost impossible to play a wizard. Or, at least, to play an effective wizard. In the current campaign I've used up most of my scrolls, and gone for about 5 levels without scribing a single new spell in my spellbook, other than the 2 free per level. I sunk a couple of feats into Item Creation, and they're basically wasted. When you only have a few days to find a way to stop the evil army, taking a week out to craft a Headband of Intellect is just not an option. The characters have built absolutely no connections with the wider world, because there just isn't time. How can you justify taking time to get to know the mayor of Bumbletown, when you have MERE SECONDS to reach the crystal whatzit, BEFORE IT'S TOO LATE!?!?!? Anyway, ranting aside, this is purely a function of the game I'm in, not anything about the rules themselves. I guess the point I'm making is that, to all those dissenters who feel that taking long stretches of downtime is a bad thing, the opposite can also be true... [/QUOTE]
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