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Can you get too much healing?
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<blockquote data-quote="lin_fusan" data-source="post: 4734865" data-attributes="member: 37085"><p>While I agree that there is an inherent problem with "ticking clock" scenarios (as well as forcing players to not rest in order to "challenge" them)*, I am a little puzzled about the above statements and need a little clarification. </p><p></p><p>There is the obvious situation where the players have put their characters in a dungeon, slaughtered the first room or so, then decide to rest in the dungeon. Are you, Nail, stating that it is bad to have the DM determine that another group of monsters see the carnage and raise and alarm, thus creating this "if you rest, the enemies will get tougher to compensate for you resting". </p><p></p><p>I have been a player in a similar situation, and it was endlessly frustrating to have to decide to 1) rest and get attacked by a wandering patrol, or 2) not rest and encounter a placed encounter.</p><p></p><p>However, I don't expect the game to simply stop because I decided to rest.</p><p></p><p>*As for the "ticking clock" scenario, what makes it more compelling if it is more of a "time-management" scenario, where you have a limited amount of time to accomplish a larger goal, but you have several choices to accomplish smaller goals and will eventually aid to the larger one.</p></blockquote><p></p>
[QUOTE="lin_fusan, post: 4734865, member: 37085"] While I agree that there is an inherent problem with "ticking clock" scenarios (as well as forcing players to not rest in order to "challenge" them)*, I am a little puzzled about the above statements and need a little clarification. There is the obvious situation where the players have put their characters in a dungeon, slaughtered the first room or so, then decide to rest in the dungeon. Are you, Nail, stating that it is bad to have the DM determine that another group of monsters see the carnage and raise and alarm, thus creating this "if you rest, the enemies will get tougher to compensate for you resting". I have been a player in a similar situation, and it was endlessly frustrating to have to decide to 1) rest and get attacked by a wandering patrol, or 2) not rest and encounter a placed encounter. However, I don't expect the game to simply stop because I decided to rest. *As for the "ticking clock" scenario, what makes it more compelling if it is more of a "time-management" scenario, where you have a limited amount of time to accomplish a larger goal, but you have several choices to accomplish smaller goals and will eventually aid to the larger one. [/QUOTE]
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Can you get too much healing?
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