Cadfan said:
I'm impressed that you manage to make Every. Single. Plotline. You. Ever. Run. Ever. follow a format in which storyline imposed time limits prevent the players from meaningfully manipulating the amount of action per day, and where random encounters as a means of punishing nova-play flow smoothly into your plot instead of acting as an awkward and obvious kludge that breaks believability by making it obvious that the DM is altering reality in order to punish the players instead of just running a believable world.
It's not that impressive. Every. Single. Plotline. Ever. In. Any. Medium. Ever. follows a format. Games follow that same format (introduction, conflict, resolution). The Real World doesn't really follow that format, but the real world ain't exactly a Plotline, either. Us humans tend to over-represent our own special snowflake status.
It's not an unbelievable punishment to have the world continue to function while the party sleeps. If that world is infested with dangerous monsters (as D&D worlds tend to be), they may get attacked, or if the enemies flee, or if the MacGuffin is found by some villain. It's not even a punishment. It's a
robust world. It's not an excuse. It's a consequence.
I find it much more unbelievable to have the world stop while the party rests. When you go to sleep tonight,
stuff will continue to happen in the world. People will be born. People will die. Critters will feed. The world keeps spinning. It's not a shoehorn or a punishment to apply that to D&D, and I'm really befuddled at how much resistance there is to considering what happens when the party rests. It feels sometimes as if no solution could appease those who oppose powers-per-day, that there are some out there who are dead-set against seeing it in their version of D&D. Since D&D has had them ALWAYS, it seems a bit of an odd position to take.
ZombieRoboNinja said:
If *I* were a D&D wizard, I sure as hell wouldn't adventure for more than 5 minutes if that's how long it took to use all my spells effectively. Unless, that is, I was in a universe that hates me, and am therefore thrust into a series of adventures that arbitrarily require me to fight, on average, 3-4 times a day.
I'd say you only NEED to fight those things if you want to get the MacGuffin. If you'd prefer not to get the MacGuffin, you can fight one at a time, and in that way fail to get the MacGuffin.
I note that nobody seems to have a problem with the party retreating from the Caves of Chaos after a few encounters, leaving a dungeon half-full of monsters. But if they retreated after just one battle, well, apparently that's cause for the universe to punish them.
a) There's been a LOT of complaints about how fast an extended rest heals you.
b) Check out the text of the adventure. It says stuff like:
Caves of Chaos said:
The Caves of Chaos is a living, breathing environment. Large groups of intelligent creatures are not likely to sit in their rooms, waiting for adventurers to kill them. Half or more probably range through the countryside, hunting and foraging, or ambushing travelers on nearby roads. Others might be sent to spy on a rival tribe, trade with others, raid them, negotiate with the cultists of the Shrine of Evil Chaos, and so on. If the PC's wipe out the remaining denizens of one cave, the returning members might stay to replace the lost, form a war party to hunt down the PC's, or wage open war against another tribe in an attempt to seize new territory.
...
Nothing stops you from reducing -- or increasing -- the number of creatures in an area, making it easier or harder to suit the needs of your story.
Caves of Chaos said:
One way to make the adventure more engrossing and fun is to have things change, or stay the same, depending on the PC's actions. If they kill some of the hobgoblins and then leave, perhaps they encounter a funeral feast when they return. If their assault weakens the orcs enough, the PCs might return to find goblins in the orc caves, celebrating their victory. Character actions might have important and long-lasting effects. Clearing the kobold caves might provide a fine redoubt for other assaults (once the PC's figure out what to do with the corpses) -- or turn the complex into a base for another, tougher group of monsters.
Caves of Chaos said:
Intelligent monsters adapt their strategy and tactics to observed behavior. For example, if the party uses flaming oil in battle, surviving tribal members might use flaming oil later in a similar way. If adventurers consistently sneak up on the monsters, their targets could respond by setting alarms and traps. If they observe that characters flee from overwhelming numbers, the monsters might shout and make noise to seem numerous. Monsters that have been attacked before are likely to be on high alert, posting extra guards in entrances or sending out scouts to watch for enemy approach.
Caves of Chaos said:
Such success might bring fame to the tribe, increasing its numbers by 2d6 in addition to growing its wealth. The tribe might be extra alert for 1d4 weeks afterward, in case the adventurers return to take revenge (or some other party comes to seize the loot).
...
When PC's clear all monsters out of a cave complex, it remains deserted for a time; 1d4 weeks is a typical interval. If the party does not enter the lair again before the end of that period, it might be repopulated. Perhaps the surviving former inhabitants return or another monster moves in...
There aren't many heavy-handed explicit mechanics dealing with it (though I'd personally enjoy some!), and the time scale is a bit wonky (1d4 weeks is largely meaningless with how fast PC's recover, but that's a bug that can be fixed with slower PC recovery), but that right there is fundamentally exactly what I and others have been saying: a reactive environment. The Caves of Chaos absolutely encourages you to have a reactive environment. It does not want you to simply attrition it away.