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General Tabletop Discussion
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DM Question: How can I keep my players from taking 3 days to check a room?
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<blockquote data-quote="kreynolds" data-source="post: 220863" data-attributes="member: 2829"><p>They can be, if you have a cleric. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Most fighters assume the spellcaster will place those spells on them from the onset of a campaign, especially when the spellcaster can make scrolls and he can cast them more often, so it's a little late for the spellcaster to get annoyed <strong>now</strong>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Actually, if you tie (in fact, you don't even have to make a knot in most cases) a horse to a tree with a decently long rope, they won't wander anywhere, and they won't try to break the rope unless they are spooked.</p><p></p><p>Besides, they're horses. Even if not tied up, horses don't just get bored and wander away to the point of not coming back, especially not ones that have been trained for riding, let alone those that have been bred for hardcore adventuring. Wild horses, yes, but not trained ones. They pretty much only take off and not return when they're spooked, and when they are spooked, they return "home" most of the time.</p><p></p><p>As far as the dead/eaten part is concerned, that's not a bad idea, but one that shouldn't be repeated too often.</p><p></p><p></p><p></p><p>Or the DM should place traps with using logical methods. Remember, traps are placed to keep intruders out, but they are also placed in such a way that they don't become a hinderance to the residents of the dungeon. Nothing will tick off an Ogre or Lich more than when has to hop, skip, and jump every 5 or 10 feet just to get across every third room or hallway of a dungeon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="kreynolds, post: 220863, member: 2829"] They can be, if you have a cleric. :D Most fighters assume the spellcaster will place those spells on them from the onset of a campaign, especially when the spellcaster can make scrolls and he can cast them more often, so it's a little late for the spellcaster to get annoyed [b]now[/b]. ;) Actually, if you tie (in fact, you don't even have to make a knot in most cases) a horse to a tree with a decently long rope, they won't wander anywhere, and they won't try to break the rope unless they are spooked. Besides, they're horses. Even if not tied up, horses don't just get bored and wander away to the point of not coming back, especially not ones that have been trained for riding, let alone those that have been bred for hardcore adventuring. Wild horses, yes, but not trained ones. They pretty much only take off and not return when they're spooked, and when they are spooked, they return "home" most of the time. As far as the dead/eaten part is concerned, that's not a bad idea, but one that shouldn't be repeated too often. Or the DM should place traps with using logical methods. Remember, traps are placed to keep intruders out, but they are also placed in such a way that they don't become a hinderance to the residents of the dungeon. Nothing will tick off an Ogre or Lich more than when has to hop, skip, and jump every 5 or 10 feet just to get across every third room or hallway of a dungeon. :) [/QUOTE]
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DM Question: How can I keep my players from taking 3 days to check a room?
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