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General Tabletop Discussion
*Pathfinder & Starfinder
Discouraging the 15 minute adventuring day
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<blockquote data-quote="Present" data-source="post: 5563965" data-attributes="member: 6676548"><p>Strategies I've used:</p><p>1. Time limit, not like, if you rest you loose, but for example, it is currently day time, if you rest it will become night time and things will get harder, or the tomb must be opened on the full moon, so if the PCs take more then 2 days to get there they will have to wait for another full moon and that means extra encounters.</p><p>2. Harassment, every time the PCs try and rest a Spectre comes and does hit and run antics on them. Beating the Spectre is possible but a bitch. We don't want a no rest scenario though, so lets say players find "consecrated candles" every once in a while which allow to rest safely. This makes extended rests a kind of resource they use up.</p><p>3. Something is chasing them. I have one entire "dungeon" that is just the PCs running from big bads and trying to defeat enemies they come across as quickly as possible. In this scenario each individual turn is a resource. I made the encounters easy and the need to get away encourage them to make risky balls to the walls maneuvers. It was fun.</p></blockquote><p></p>
[QUOTE="Present, post: 5563965, member: 6676548"] Strategies I've used: 1. Time limit, not like, if you rest you loose, but for example, it is currently day time, if you rest it will become night time and things will get harder, or the tomb must be opened on the full moon, so if the PCs take more then 2 days to get there they will have to wait for another full moon and that means extra encounters. 2. Harassment, every time the PCs try and rest a Spectre comes and does hit and run antics on them. Beating the Spectre is possible but a bitch. We don't want a no rest scenario though, so lets say players find "consecrated candles" every once in a while which allow to rest safely. This makes extended rests a kind of resource they use up. 3. Something is chasing them. I have one entire "dungeon" that is just the PCs running from big bads and trying to defeat enemies they come across as quickly as possible. In this scenario each individual turn is a resource. I made the encounters easy and the need to get away encourage them to make risky balls to the walls maneuvers. It was fun. [/QUOTE]
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Discouraging the 15 minute adventuring day
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