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<blockquote data-quote="Maximilia" data-source="post: 5234329" data-attributes="member: 92137"><p>I'd really look into the encounters you are planning. Our DM is... he pushes us pretty hard and we're forced to be creative. Very, very creative. And sometimes argumentative, which is not a good thing in most cases. (A good couple examples of this is that we're level 7 and have... six magic items in a party of 4. And I made two of those. Second example--when using Wizard's Escape (immediate interrupt), he ruled I still took the damage anyway... tough, I tell you)</p><p></p><p>*twitch* Anyway. For the "prison break" scenario, first if I were the DM I'd start off with a very light encounter--couple of guards. Maybe one might be a striker, but they could both be minions. This is them "overpowering" the guards that were on them. Second encounter, a random patrol in the halls, maybe no more than four or five guards, most of which are minions, and one of them runs off to ring the alarm bell.</p><p></p><p>At this point, the party has options. If the guard got away, then the alarm bell has been rung, and things get way more difficult for them. Say, they hit random patrols which are looking for them, and suddenly, they have a time limit before complete lockdown. If the guard didn't get away and ring the alarm, then they can continue on towards the gates or the escape hatch in the basement (whereever they're going). Put another encounter in their way--say a barracks that they have to sneak past or otherwise take out. This fight should be a little tougher--couple strikers and a semi-tank and lots of minions--but not undoable. Finally, the end encounter should be a semi-boss sort of thing... maybe not as tough as an Elite, but (if they are level 1) a level 2 or 3 mob instead of level 1's as they had been facing.</p><p></p><p>However, at no time would I give them an extended rest. Short rests, yes. Extended, which must last at least six hours? No. As people said before, it's not realistic.</p><p></p><p>Also, be sure to sprinkle healing potions and the odd magic item here and there. Let me tell you--having a group with hardly any magic items and no healing potions (save what I can make) can fray relations with the DM, and lead to players abusing powers to gain every single advantage they can. Because they need it.</p><p></p><p>... no, I'm not bitter. lol</p></blockquote><p></p>
[QUOTE="Maximilia, post: 5234329, member: 92137"] I'd really look into the encounters you are planning. Our DM is... he pushes us pretty hard and we're forced to be creative. Very, very creative. And sometimes argumentative, which is not a good thing in most cases. (A good couple examples of this is that we're level 7 and have... six magic items in a party of 4. And I made two of those. Second example--when using Wizard's Escape (immediate interrupt), he ruled I still took the damage anyway... tough, I tell you) *twitch* Anyway. For the "prison break" scenario, first if I were the DM I'd start off with a very light encounter--couple of guards. Maybe one might be a striker, but they could both be minions. This is them "overpowering" the guards that were on them. Second encounter, a random patrol in the halls, maybe no more than four or five guards, most of which are minions, and one of them runs off to ring the alarm bell. At this point, the party has options. If the guard got away, then the alarm bell has been rung, and things get way more difficult for them. Say, they hit random patrols which are looking for them, and suddenly, they have a time limit before complete lockdown. If the guard didn't get away and ring the alarm, then they can continue on towards the gates or the escape hatch in the basement (whereever they're going). Put another encounter in their way--say a barracks that they have to sneak past or otherwise take out. This fight should be a little tougher--couple strikers and a semi-tank and lots of minions--but not undoable. Finally, the end encounter should be a semi-boss sort of thing... maybe not as tough as an Elite, but (if they are level 1) a level 2 or 3 mob instead of level 1's as they had been facing. However, at no time would I give them an extended rest. Short rests, yes. Extended, which must last at least six hours? No. As people said before, it's not realistic. Also, be sure to sprinkle healing potions and the odd magic item here and there. Let me tell you--having a group with hardly any magic items and no healing potions (save what I can make) can fray relations with the DM, and lead to players abusing powers to gain every single advantage they can. Because they need it. ... no, I'm not bitter. lol [/QUOTE]
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