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<blockquote data-quote="I'm A Banana" data-source="post: 5968473" data-attributes="member: 2067"><p>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. </p><p></p><p>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 <em>robust world</em>. It's not an excuse. It's a consequence.</p><p></p><p>I find it much more unbelievable to have the world stop while the party rests. When you go to sleep tonight, <em>stuff will continue to happen in the world</em>. 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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>a) There's been a LOT of complaints about how fast an extended rest heals you. </p><p>b) Check out the text of the adventure. It says stuff like:</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5968473, member: 2067"] 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 [I]robust world[/I]. 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, [I]stuff will continue to happen in the world[/I]. 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. 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. 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: 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. [/QUOTE]
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