Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 4739825" data-attributes="member: 2011"><p>I think you have this off a little.</p><p></p><p>Because you make every encounter tough, by definition you are limiting the number of encounters until the endgame.</p><p></p><p>Because you make every encounter tough, an even tougher encounter at the end might be too tough, or at least in the eyes of your players low on surges.</p><p></p><p>The concept of making every encounter tough in order to challenge players and avoid the easy grind is a flawed concept. It is just as much a grind to face tough encounter, tough encounter, tough encounter as it is to face: n, n, n+1, and n+3.</p><p></p><p>Both are grinds. You are just finding out one of the consequences of grinding your way.</p><p></p><p>There is nothing wrong with narrowing the bandwidth. Many n+1 and n+2 encounters instead of a wide diversity. There is a problem with going in either direction, mostly n encounters, or mostly n+3 encounters (or even mostly n+2 encounters before an n+3 encounter). The game was not really designed for those and either one will be both grindy and will expose other flaws in the game system as you are finding.</p><p></p><p>The multiple n encounters are grindy by being repetitive and boring and not a challenge. The multiple n+2/n+3 encounters are grindy because they force lengthy many round encounters and a single mistake on the part of the players can be extremely costly, especially in resources such as healing surges or daily heals.</p><p></p><p>You've avoided the former one and walked straight into the latter one.</p><p></p><p>And other people are not experiencing your issue because they have not done what you have done, or at least to the degree that you appear to have done it.</p><p></p><p></p><p>And finally, your world appears to be set in stone. If the players take an extended rest, the BBEG is still there waiting for them just as he was. As DM, you should have him attack in the middle of the extended rest, or set up a bunch of traps, or call for reinforcements, or kill the hostages, or attack the town, or simply move on.</p><p></p><p>If the PCs do not press forward, the BBEG should change the scenario, making it unlikely that the PCs succeed as strongly as they would have. The BBEG paid another tribe part of the treasure that the PCs would have gotten in order to get reinforcements. The BBEG simply left the area and took those magical items with him.</p><p></p><p>The way to incentivize players is not to necessarily change the rules. It's to supply them with information that gives them a choice. Rest and lose out, or don't rest and press on and possibly be heroes.</p><p></p><p>Your healing surges per encounter solution is actually removing the choice from the players. It really sounds like you are a bit of a controlling DM here. The players are not playing the game the way you want it to be played.</p><p></p><p>That's because you as DM are forcing the issue by throwing so many tough encounters at them. Of course they are going to react as they are reacting. You want to do the tough encounters AND have them react in an atypical fashion.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4739825, member: 2011"] I think you have this off a little. Because you make every encounter tough, by definition you are limiting the number of encounters until the endgame. Because you make every encounter tough, an even tougher encounter at the end might be too tough, or at least in the eyes of your players low on surges. The concept of making every encounter tough in order to challenge players and avoid the easy grind is a flawed concept. It is just as much a grind to face tough encounter, tough encounter, tough encounter as it is to face: n, n, n+1, and n+3. Both are grinds. You are just finding out one of the consequences of grinding your way. There is nothing wrong with narrowing the bandwidth. Many n+1 and n+2 encounters instead of a wide diversity. There is a problem with going in either direction, mostly n encounters, or mostly n+3 encounters (or even mostly n+2 encounters before an n+3 encounter). The game was not really designed for those and either one will be both grindy and will expose other flaws in the game system as you are finding. The multiple n encounters are grindy by being repetitive and boring and not a challenge. The multiple n+2/n+3 encounters are grindy because they force lengthy many round encounters and a single mistake on the part of the players can be extremely costly, especially in resources such as healing surges or daily heals. You've avoided the former one and walked straight into the latter one. And other people are not experiencing your issue because they have not done what you have done, or at least to the degree that you appear to have done it. And finally, your world appears to be set in stone. If the players take an extended rest, the BBEG is still there waiting for them just as he was. As DM, you should have him attack in the middle of the extended rest, or set up a bunch of traps, or call for reinforcements, or kill the hostages, or attack the town, or simply move on. If the PCs do not press forward, the BBEG should change the scenario, making it unlikely that the PCs succeed as strongly as they would have. The BBEG paid another tribe part of the treasure that the PCs would have gotten in order to get reinforcements. The BBEG simply left the area and took those magical items with him. The way to incentivize players is not to necessarily change the rules. It's to supply them with information that gives them a choice. Rest and lose out, or don't rest and press on and possibly be heroes. Your healing surges per encounter solution is actually removing the choice from the players. It really sounds like you are a bit of a controlling DM here. The players are not playing the game the way you want it to be played. That's because you as DM are forcing the issue by throwing so many tough encounters at them. Of course they are going to react as they are reacting. You want to do the tough encounters AND have them react in an atypical fashion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
Top