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<blockquote data-quote="FormerlyHemlock" data-source="post: 7114534" data-attributes="member: 6787650"><p>I'm not suggesting tying anything on-screen to the metagame. Player characters can clearly observe themselves and how much time it takes to regain spells, so it would be (IMO) hideously inappropriate to tie their spell recovery rate to metagame concerns. I'm speaking purely of offscreen concerns for which all outcomes are equally appropriate from an in-game perspective: you have no idea when the cult is planning to sacrifice the princess, so when you show up, "already dead" is just as plausible as "still alive."</p><p></p><p></p><p></p><p>Maybe I failed to make it clear, but this is why I mentioned random encounters. Rests can trigger random encounters, which eat up table time, which is bad because table time is the actual resource you're spending to keep the princess alive.</p><p></p><p>Without the metagame-based time constaint in play, random encounters are just free XP, not a meaningful constraint on resting.</p><p></p><p></p><p></p><p>Why bother? Just let it be Deadly. It's not like players care what label you slap on the fight.</p><p></p><p>But in context of the conversation with Saelorn, the point is that the fights in question were not written to be deadly or in any other way non-chumpy.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7114534, member: 6787650"] I'm not suggesting tying anything on-screen to the metagame. Player characters can clearly observe themselves and how much time it takes to regain spells, so it would be (IMO) hideously inappropriate to tie their spell recovery rate to metagame concerns. I'm speaking purely of offscreen concerns for which all outcomes are equally appropriate from an in-game perspective: you have no idea when the cult is planning to sacrifice the princess, so when you show up, "already dead" is just as plausible as "still alive." Maybe I failed to make it clear, but this is why I mentioned random encounters. Rests can trigger random encounters, which eat up table time, which is bad because table time is the actual resource you're spending to keep the princess alive. Without the metagame-based time constaint in play, random encounters are just free XP, not a meaningful constraint on resting. Why bother? Just let it be Deadly. It's not like players care what label you slap on the fight. But in context of the conversation with Saelorn, the point is that the fights in question were not written to be deadly or in any other way non-chumpy. [/QUOTE]
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