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General Tabletop Discussion
*Pathfinder & Starfinder
Discouraging the 15 minute adventuring day
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<blockquote data-quote="Haltherrion" data-source="post: 5553714" data-attributes="member: 18253"><p>The XP bonus strikes me wrong. It seems like a clumsy, mechanical way to do it although you could argue that it does represent more XP for tougher battles (more tired == tougher). You'd also have to do XP straight by the book otherwise the players might likely suspect you'll doctor the XP so it all comes out the same in the end.</p><p> </p><p>I don't find this too much of an issue in our 4E game. For one thing, on many game days, I just don't feel its appropriate to have all that many encounters. If a mid to high level party can't travel between two cities without multiple encounters per day then how could there be much trade in the world or even farmed land? Similar feeling holds for many combat situations for me: it's often a one off, or two off kind of thing per day anyway.</p><p> </p><p>There are times when circumstances call for more encounters but in the end, in those circumstances you can usually bring the encounter to the PCs if they won't go to the encounter. (That is, camp in a monster infested dungeon and the monsters will find them, maybe more on the monsters' terms if they scout out the party).</p><p> </p><p>If the party keeps running back to a safe place to camp, I'd be inclined to make it harder to do so (the monster-heavy part of the dungeon starts deep within and has a more gradual ramp- i.e., safe is a long way away). Or there are consequences for them pursuing a task too slowly: competitors beat them to the punch, new creatures move in, a foe realizes he is under attack and fortifies/reinforces.</p><p> </p><p>But to be honest, my group hasn't had that issue. There are discussions about whether they should rest or move on but they tend to want to minimize rests just on general principle. Maybe its RP or just my group.</p><p> </p><p>One thing occurs to me though: if every battle is a fight to the death forcing the players to pop their full load of dailies then I could see them wanting to overnight a lot. The thing to do there is mix up the battles, have a lot more easy battles, a few standards and just a very few hard ones. When I first started 4E I tended to go too heavy on the hard fights and found that backing off was far superior: got in more fights per session, the typical fight was a lot easier to run, the players were more thoughtful in the use of their abilities.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5553714, member: 18253"] The XP bonus strikes me wrong. It seems like a clumsy, mechanical way to do it although you could argue that it does represent more XP for tougher battles (more tired == tougher). You'd also have to do XP straight by the book otherwise the players might likely suspect you'll doctor the XP so it all comes out the same in the end. I don't find this too much of an issue in our 4E game. For one thing, on many game days, I just don't feel its appropriate to have all that many encounters. If a mid to high level party can't travel between two cities without multiple encounters per day then how could there be much trade in the world or even farmed land? Similar feeling holds for many combat situations for me: it's often a one off, or two off kind of thing per day anyway. There are times when circumstances call for more encounters but in the end, in those circumstances you can usually bring the encounter to the PCs if they won't go to the encounter. (That is, camp in a monster infested dungeon and the monsters will find them, maybe more on the monsters' terms if they scout out the party). If the party keeps running back to a safe place to camp, I'd be inclined to make it harder to do so (the monster-heavy part of the dungeon starts deep within and has a more gradual ramp- i.e., safe is a long way away). Or there are consequences for them pursuing a task too slowly: competitors beat them to the punch, new creatures move in, a foe realizes he is under attack and fortifies/reinforces. But to be honest, my group hasn't had that issue. There are discussions about whether they should rest or move on but they tend to want to minimize rests just on general principle. Maybe its RP or just my group. One thing occurs to me though: if every battle is a fight to the death forcing the players to pop their full load of dailies then I could see them wanting to overnight a lot. The thing to do there is mix up the battles, have a lot more easy battles, a few standards and just a very few hard ones. When I first started 4E I tended to go too heavy on the hard fights and found that backing off was far superior: got in more fights per session, the typical fight was a lot easier to run, the players were more thoughtful in the use of their abilities. [/QUOTE]
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Discouraging the 15 minute adventuring day
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