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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="kenada" data-source="post: 8108502" data-attributes="member: 70468"><p>A few of us have very different styles of play, and it’s resulted in some exchanges where we talk past each other. For a kick-in-the-door style, the assumption is a group the group is not doing things to change the encounter because they’re experiencing them as written. For other styles, PCs may be able to eek out an advantage or even bypass the encounter. I pretty sure [USER=12731]@CapnZapp[/USER] is arguing from the perspective of the former (but correct me if I’m wrong).</p><p></p><p></p><p>The issue being raised with Medicine is whether the party should be able to heal back up to full and what the cost of that should be. It’s another style thing.</p><p></p><p>I run an old-school style, which gives resting an opportunity cost. Consequently, my PCs don’t just spend all of their time doing Treat Wounds. They’ll do it once and then supplement it with consumables or spells, but sometimes they just don’t heal themselves all the way back up to full. The opportunity cost here comes from the dungeon’s being run dynamically. Even if a monster doesn’t jump them while they rest, they could still ‘lose progress’ elsewhere because of how I use wandering monsters.</p><p></p><p>Other styles (e.g., kick-in-the-door) make other assumptions, such as whether the party needs to be at full hit points to experience each encounter as intended. If so, the argument goes Treat Wounds isn’t interesting because it’s mandatory, and having to run it after every combat is pointless tedium. Also, being able to rest for arbitrary amounts of time means there’s effectively no time pressure in a dungeon.</p></blockquote><p></p>
[QUOTE="kenada, post: 8108502, member: 70468"] A few of us have very different styles of play, and it’s resulted in some exchanges where we talk past each other. For a kick-in-the-door style, the assumption is a group the group is not doing things to change the encounter because they’re experiencing them as written. For other styles, PCs may be able to eek out an advantage or even bypass the encounter. I pretty sure [USER=12731]@CapnZapp[/USER] is arguing from the perspective of the former (but correct me if I’m wrong). The issue being raised with Medicine is whether the party should be able to heal back up to full and what the cost of that should be. It’s another style thing. I run an old-school style, which gives resting an opportunity cost. Consequently, my PCs don’t just spend all of their time doing Treat Wounds. They’ll do it once and then supplement it with consumables or spells, but sometimes they just don’t heal themselves all the way back up to full. The opportunity cost here comes from the dungeon’s being run dynamically. Even if a monster doesn’t jump them while they rest, they could still ‘lose progress’ elsewhere because of how I use wandering monsters. Other styles (e.g., kick-in-the-door) make other assumptions, such as whether the party needs to be at full hit points to experience each encounter as intended. If so, the argument goes Treat Wounds isn’t interesting because it’s mandatory, and having to run it after every combat is pointless tedium. Also, being able to rest for arbitrary amounts of time means there’s effectively no time pressure in a dungeon. [/QUOTE]
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Another Deadly Session, and It's Getting Old
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