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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Discouraging the 15 minute adventuring day
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<blockquote data-quote="BriarMonkey" data-source="post: 5548078" data-attributes="member: 95387"><p>Characters, or Players, can't be made to care - in which, yes, the story may go out the window then. Attaching a penalty simply means that these types of players will wait it out. They will sit by until either the penalty goes away, or the issue which caused it has passed - as for them, the story is not what matters, it's their characters.</p><p></p><p>With a group who attaches meaning to the story, then that alone works as they understand the rammifications of their actions, or lack there-of.</p><p></p><p>Too, look at it from the player's side. If they rest up, they may fully feel that they have a better chance at making inroads - especially since that is how the rules support it. (Now, I'm not going to say I agree or disagree with the rules...) If they go for a long string of encounters, each pulls resources, and each in turn becomes more difficult to deal with. For these players then, are they wrong to try to keep up their strength so that they may try to avoid a TPK, as well as hit as hard as they can?</p><p></p><p>Depending on your enemy, it is most effective to take out the command structure, but that normally means you need your best resources. That can be done, if planned well, maybe in a couple solid strikes. Compare that to potential endless encounters trying to mop up the soldiers themselves, and the incessant drain on those finite resources.</p><p></p><p>I can wholy understand what is trying to be done, but I think this type of an issue of trying to force the characters into doing more is more a game style issue. If they don't want to continue, then they won't. Penalties will cause grief, and rewards can be meta-gamed.</p><p></p><p>It comes down to expectations between the GM and the players.</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 5548078, member: 95387"] Characters, or Players, can't be made to care - in which, yes, the story may go out the window then. Attaching a penalty simply means that these types of players will wait it out. They will sit by until either the penalty goes away, or the issue which caused it has passed - as for them, the story is not what matters, it's their characters. With a group who attaches meaning to the story, then that alone works as they understand the rammifications of their actions, or lack there-of. Too, look at it from the player's side. If they rest up, they may fully feel that they have a better chance at making inroads - especially since that is how the rules support it. (Now, I'm not going to say I agree or disagree with the rules...) If they go for a long string of encounters, each pulls resources, and each in turn becomes more difficult to deal with. For these players then, are they wrong to try to keep up their strength so that they may try to avoid a TPK, as well as hit as hard as they can? Depending on your enemy, it is most effective to take out the command structure, but that normally means you need your best resources. That can be done, if planned well, maybe in a couple solid strikes. Compare that to potential endless encounters trying to mop up the soldiers themselves, and the incessant drain on those finite resources. I can wholy understand what is trying to be done, but I think this type of an issue of trying to force the characters into doing more is more a game style issue. If they don't want to continue, then they won't. Penalties will cause grief, and rewards can be meta-gamed. It comes down to expectations between the GM and the players. [/QUOTE]
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Discouraging the 15 minute adventuring day
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