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<blockquote data-quote="Emerikol" data-source="post: 9523949" data-attributes="member: 6698278"><p>One big difference in my games versus what I see nowadays is the adventuring day. The whole thought process is different.</p><p></p><p>1. For one. A wizard never casts a spell unless he thinks his fighters can't handle it or that they will take so much damage that the cleric will have to heal them excessively. That meant in some sessions the wizard would finish almost fully loaded. In others the group might be desperately trying to get to a safe place to rest. </p><p></p><p>2. Resting, leaving and returning, are all bad options unless you absolutely have to do it. The monsters will inevitably do one of two things if you leave. Either call in allies and retrench, adding traps and kill zones OR they will leave. Depending on how impressively they were defeated in the initial battles. So when dealing with a particular group in a dungeon you either finish them or you make your life a lot harder. Now a large dungeon may have many groups so right after defeating the last of a group and before you venture into another unknown territory is a great time to rest.</p><p></p><p>3. If I made up a very silly rule that said I'd roll d6 that could explode one time so a range of (1 to 11 with 1 to 5 being more common) to dictate how many encounters they had to face before resting of any sort whatsoever was possible their behavior would not change from what it is... I don't make them go that long but the nature of my games make going that long common. </p><p></p><p>4. And I don't have short rests but if I did, they'd be ten minutes and not one hour. A one hour rest suffers from most of the negatives of an overnight rest. It would give all the allied enemies time to unite and attack in force.</p><p></p><p>And yes there are always exceptions as I mentioned at the start. They are just exceptions groups can't count on when playing.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9523949, member: 6698278"] One big difference in my games versus what I see nowadays is the adventuring day. The whole thought process is different. 1. For one. A wizard never casts a spell unless he thinks his fighters can't handle it or that they will take so much damage that the cleric will have to heal them excessively. That meant in some sessions the wizard would finish almost fully loaded. In others the group might be desperately trying to get to a safe place to rest. 2. Resting, leaving and returning, are all bad options unless you absolutely have to do it. The monsters will inevitably do one of two things if you leave. Either call in allies and retrench, adding traps and kill zones OR they will leave. Depending on how impressively they were defeated in the initial battles. So when dealing with a particular group in a dungeon you either finish them or you make your life a lot harder. Now a large dungeon may have many groups so right after defeating the last of a group and before you venture into another unknown territory is a great time to rest. 3. If I made up a very silly rule that said I'd roll d6 that could explode one time so a range of (1 to 11 with 1 to 5 being more common) to dictate how many encounters they had to face before resting of any sort whatsoever was possible their behavior would not change from what it is... I don't make them go that long but the nature of my games make going that long common. 4. And I don't have short rests but if I did, they'd be ten minutes and not one hour. A one hour rest suffers from most of the negatives of an overnight rest. It would give all the allied enemies time to unite and attack in force. And yes there are always exceptions as I mentioned at the start. They are just exceptions groups can't count on when playing. [/QUOTE]
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