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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5686746" data-attributes="member: 1165"><p>Any system that has daily resources (powers, healing surges) will encourage this.</p><p></p><p>Why aren't the PCs moving? If it's in the wilderness, presumably they're going somewhere. Even without a strict deadline, they should know not getting to their destination in a reasonable amount of time is problematic. Bad stuff will happen, which means the encounters there will only get harder, etc. <strong>Let them know this</strong> in a non-metagame way. ("Well, only yesterday, the Iron Company/Black Sand Raiders/suitably evil group came to town. The town guard went into hiding. There's riots and random pickpockets.")</p><p></p><p>If it's a dungeon, it's possible (as in KotS) that there are simply <em>too many encounters</em> there, and the PCs are justifiably worried that all the goblins will show up at once. IMO, most dungeon rooms should be unoccupied, and there shouldn't be so many encounters you can gain two or three levels from one dungeon.</p><p></p><p>Let the PCs walk out of the dungeon, especially while low on resources. That's when some off-plot foes with little of value on them other than consumables (eg bandits) strike. And any surviving bandits will simply be more prepared (a harder encounter) the next time PCs make that exact same mistake.</p><p></p><p>Assuming the PCs bounce all these attacks off, there's still the question of why are they going into the dungeon in the first place? If it's just for treasure, of course they won't care how long it takes. But if they've been hired by a patron, they should get exasperated, cut off the contract (they should only pay half up front) and hire a rival party of adventurers to "do it right".</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5686746, member: 1165"] Any system that has daily resources (powers, healing surges) will encourage this. Why aren't the PCs moving? If it's in the wilderness, presumably they're going somewhere. Even without a strict deadline, they should know not getting to their destination in a reasonable amount of time is problematic. Bad stuff will happen, which means the encounters there will only get harder, etc. [b]Let them know this[/b] in a non-metagame way. ("Well, only yesterday, the Iron Company/Black Sand Raiders/suitably evil group came to town. The town guard went into hiding. There's riots and random pickpockets.") If it's a dungeon, it's possible (as in KotS) that there are simply [i]too many encounters[/i] there, and the PCs are justifiably worried that all the goblins will show up at once. IMO, most dungeon rooms should be unoccupied, and there shouldn't be so many encounters you can gain two or three levels from one dungeon. Let the PCs walk out of the dungeon, especially while low on resources. That's when some off-plot foes with little of value on them other than consumables (eg bandits) strike. And any surviving bandits will simply be more prepared (a harder encounter) the next time PCs make that exact same mistake. Assuming the PCs bounce all these attacks off, there's still the question of why are they going into the dungeon in the first place? If it's just for treasure, of course they won't care how long it takes. But if they've been hired by a patron, they should get exasperated, cut off the contract (they should only pay half up front) and hire a rival party of adventurers to "do it right". [/QUOTE]
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