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Gut-Checking to My Jerk-DM Level (ToA Spoilers)
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<blockquote data-quote="ClaytonCross" data-source="post: 7575290" data-attributes="member: 6880599"><p>The problem with the long rest not being as effective, is that they are not running on a clock. They can keep resting until they knock off the effect. The focus checks might make a long rest take longer but we in modern times get up on a clock and get insufficient rest. A group of adventures had no reason to get up until their ready. In fact doing so while fighting battle after battle for your life is foolish. </p><p></p><p>The hag on the other hand is doing just what a hag should do after watching her coven slaughtered. Steel the key. Have her attack before completing the long rest without benefiting from it. Both fair game as far as I can see. Just ensure the players have SOME choice. Locking them into a direction of a boss fight is fine but if they can't leave the fight and your forcing them into it becomes railroadling. So ensure they can move forward but if they insist they are going to hunt the hag... maybe give them a chance to … or give them a way to back out of the fight if they can't beat it on the first try. They might be fine but if they only have the option to fight and can not run and they lose … the TPK will be on you. If they have an option to hunt for the key or attack fail, reset, and try again but choice not to retreat then the TPK is on them. <strong>Another consideration</strong>, if they are taking a lot of long rests would be add some patrols and reinforcements in and from old boss rooms so that taking long rests has some danger and encourages the use of short rests when they are not that bad off.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7575290, member: 6880599"] The problem with the long rest not being as effective, is that they are not running on a clock. They can keep resting until they knock off the effect. The focus checks might make a long rest take longer but we in modern times get up on a clock and get insufficient rest. A group of adventures had no reason to get up until their ready. In fact doing so while fighting battle after battle for your life is foolish. The hag on the other hand is doing just what a hag should do after watching her coven slaughtered. Steel the key. Have her attack before completing the long rest without benefiting from it. Both fair game as far as I can see. Just ensure the players have SOME choice. Locking them into a direction of a boss fight is fine but if they can't leave the fight and your forcing them into it becomes railroadling. So ensure they can move forward but if they insist they are going to hunt the hag... maybe give them a chance to … or give them a way to back out of the fight if they can't beat it on the first try. They might be fine but if they only have the option to fight and can not run and they lose … the TPK will be on you. If they have an option to hunt for the key or attack fail, reset, and try again but choice not to retreat then the TPK is on them. [B]Another consideration[/B], if they are taking a lot of long rests would be add some patrols and reinforcements in and from old boss rooms so that taking long rests has some danger and encourages the use of short rests when they are not that bad off. [/QUOTE]
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Gut-Checking to My Jerk-DM Level (ToA Spoilers)
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