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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Discouraging the 15 minute adventuring day
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<blockquote data-quote="Saeviomagy" data-source="post: 5543559" data-attributes="member: 5890"><p>Tinkering with XP is a quick way to make your own job more difficult: if the PCs game the XP system, they'll level up faster and make combats trivial and boring unless you adjust them. Conversely if they can't be stuffed to game the XP system, then they'll level up slower and again - you have to adjust the combats.</p><p></p><p>Personally I think that if your players don't naturally push themselves, then you need to</p><p></p><p>1. Imbue a sense of urgency into dungeoneering by introducing penalties when the heroes take a breather (dungeon restocks, alert level increases, monsters simply go "this place is dangerous, let's leave", interrupted rests etc).</p><p></p><p>2. Make obvious "it's safe to rest now" points throughout adventures and structure the intervening blocks so they can be completed in a single adventuring day.</p><p></p><p>Unfortunately this puts you into a bit of a spiral, where a party who do badly against monsters will be forced to rest early and then come back to face improved foes (well, unless you just have the monsters flee).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5543559, member: 5890"] Tinkering with XP is a quick way to make your own job more difficult: if the PCs game the XP system, they'll level up faster and make combats trivial and boring unless you adjust them. Conversely if they can't be stuffed to game the XP system, then they'll level up slower and again - you have to adjust the combats. Personally I think that if your players don't naturally push themselves, then you need to 1. Imbue a sense of urgency into dungeoneering by introducing penalties when the heroes take a breather (dungeon restocks, alert level increases, monsters simply go "this place is dangerous, let's leave", interrupted rests etc). 2. Make obvious "it's safe to rest now" points throughout adventures and structure the intervening blocks so they can be completed in a single adventuring day. Unfortunately this puts you into a bit of a spiral, where a party who do badly against monsters will be forced to rest early and then come back to face improved foes (well, unless you just have the monsters flee). [/QUOTE]
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Discouraging the 15 minute adventuring day
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