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<blockquote data-quote="Man in the Funny Hat" data-source="post: 7455661" data-attributes="member: 32740"><p>This is not a problem with spell research itself but a problem with the DM. If the DM runs a game that allows no downtime to do spell research or pursue other concerns and interests that a PC might have that aren't directly tied to an active/ongoing adventure then it is reasonable to expect that compensation be provided in some fashion. If a PC's backstory has a missing family member but they are never given any time to actually look for that family member then clearly the DM is not interested in backstory - unless it suddenly becomes the actual ongoing adventure for the whole game. If a spellcaster never has time to research any spells that they might have missed with a comprehension roll or which they might have an original idea for, then the DM is denying the player a significant aspect of a wizard characters development. The more that campaign events are oriented around endless time-critical events the more important it is for the DM to ensure that PC's are allowed "time to breathe".</p><p></p><p>There's a difference between "momentum" and "pacing" in RPG's. Relentless focus on maintaining momentum eventually becomes TIRESOME. PC's need time to rest, recover from injuries, investigate information they've discovered, identify magic items (with or without the spell), undertake activities that don't involve the entire party and even have significance ONLY to an individual character or class, time to SPEND THEIR MONEY that they work so hard to acquire (even if it's just spent on ale and whores), opportunity OUTSIDE of an ongoing adventure for the DM themselves to plant rumors and hooks for new adventures, etc., etc.</p><p></p><p>All that is a matter of PACING the events of the campaign, which means managing alternating periods of intense and relaxed activity, not setting one blistering rate of game events and ensuring that it doesn't change. To BUILD UP momentum to a crescendo like a big showdown with a powerful opponent, but then to relax/slow events again before building up to a new set of climactic events. One of the biggest advantages of training time for advancing levels is not just to avoid computer game-like leveling where PC's suddenly and instantaneously gain new powers out of the blue, but to allow characters that are NOT actively engaged in leveling the time to also do other things. It is a means built-into the game of ensuring periodic downtime.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 7455661, member: 32740"] This is not a problem with spell research itself but a problem with the DM. If the DM runs a game that allows no downtime to do spell research or pursue other concerns and interests that a PC might have that aren't directly tied to an active/ongoing adventure then it is reasonable to expect that compensation be provided in some fashion. If a PC's backstory has a missing family member but they are never given any time to actually look for that family member then clearly the DM is not interested in backstory - unless it suddenly becomes the actual ongoing adventure for the whole game. If a spellcaster never has time to research any spells that they might have missed with a comprehension roll or which they might have an original idea for, then the DM is denying the player a significant aspect of a wizard characters development. The more that campaign events are oriented around endless time-critical events the more important it is for the DM to ensure that PC's are allowed "time to breathe". There's a difference between "momentum" and "pacing" in RPG's. Relentless focus on maintaining momentum eventually becomes TIRESOME. PC's need time to rest, recover from injuries, investigate information they've discovered, identify magic items (with or without the spell), undertake activities that don't involve the entire party and even have significance ONLY to an individual character or class, time to SPEND THEIR MONEY that they work so hard to acquire (even if it's just spent on ale and whores), opportunity OUTSIDE of an ongoing adventure for the DM themselves to plant rumors and hooks for new adventures, etc., etc. All that is a matter of PACING the events of the campaign, which means managing alternating periods of intense and relaxed activity, not setting one blistering rate of game events and ensuring that it doesn't change. To BUILD UP momentum to a crescendo like a big showdown with a powerful opponent, but then to relax/slow events again before building up to a new set of climactic events. One of the biggest advantages of training time for advancing levels is not just to avoid computer game-like leveling where PC's suddenly and instantaneously gain new powers out of the blue, but to allow characters that are NOT actively engaged in leveling the time to also do other things. It is a means built-into the game of ensuring periodic downtime. [/QUOTE]
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