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Healing Potions seem odd
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<blockquote data-quote="FadedC" data-source="post: 4399368" data-attributes="member: 55463"><p>I'm inclined to agree about the traps, but try telling that to some players. Like you said, most places shouldn't have many traps (but the one or two they find makes players paranoid). Much more understandable is when the rogue wants to search every room from head to toe for treasure, because well he usually finds some.</p><p> </p><p>Anyway dungeons that are intended to be explored over the course of multiple rests are kind of a wierd design, I tend to prefer ones that are designed to be cleared out in one swoop. But I still feel that if a dungeon is realistically designed, and you keep track of how much time the characters are actually spending, there should still be more then 3 hours before a rest, especially when you factor in the time it takes to escape the dungeon and find somewhere safe to rest (because if the dungeon is so stagnant that you can sleep in it without the monsters finding out they have a intruder and hunting you down, it's often kind of silly).</p><p> </p><p>Edit: And I suppose if you do find that despite the best adventure design your sitting around too much, you can always remember the old saying....war is long periods of waiting followed by short periods of frantic activity. Though I always prefferred Terry Pratchet's Edit: War is short periods of waiting followed by extremely long periods of being dead.</p></blockquote><p></p>
[QUOTE="FadedC, post: 4399368, member: 55463"] I'm inclined to agree about the traps, but try telling that to some players. Like you said, most places shouldn't have many traps (but the one or two they find makes players paranoid). Much more understandable is when the rogue wants to search every room from head to toe for treasure, because well he usually finds some. Anyway dungeons that are intended to be explored over the course of multiple rests are kind of a wierd design, I tend to prefer ones that are designed to be cleared out in one swoop. But I still feel that if a dungeon is realistically designed, and you keep track of how much time the characters are actually spending, there should still be more then 3 hours before a rest, especially when you factor in the time it takes to escape the dungeon and find somewhere safe to rest (because if the dungeon is so stagnant that you can sleep in it without the monsters finding out they have a intruder and hunting you down, it's often kind of silly). Edit: And I suppose if you do find that despite the best adventure design your sitting around too much, you can always remember the old saying....war is long periods of waiting followed by short periods of frantic activity. Though I always prefferred Terry Pratchet's Edit: War is short periods of waiting followed by extremely long periods of being dead. [/QUOTE]
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Healing Potions seem odd
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