So I finally got my Eberron campaign together with some friends that normally play LFR. LFR DMs in my area let a lot of things slide for the sake of time, and players are getting spoiled from it.
First two encounters were flashbacks, and I gave them extended rests and what not. Fast forward back to the present, and they start the next encounter. They play as they normally do, take on a decent solo, and after the encounter, the go to take a short rest. Here's where the spoiling comes into play.
During the short rest, their benefactor tells them they need to go track the path of the demon that attacked them back to it's source and locate the summoner. Being made of mist, the trail is growing colder. So, they take thier rest. During which, they healer starts to use their encounters to give surge plus d6 to everyone (2/enc), then attempting to do it again. During the encounter, the player had already used the 2/enc healing, so I reminded the player of the time crunch, and that if they spend the recharged encounter during the rest, it would not be available in the next encounter. This totally left my player in shock. "What do you mean? It's an encounter!". I had to explain that short rests are a about 5 minutes, you get your powers recharged at the end of the 5 minutes. If you want to expend and recharge again, that is going to be yet another 5 minutes. Total culture shock. The player ended up deciding they would much rather have the healing boost in the next encounter and told everyone to use regular surges.
During the hunt( a skill challege), the party was doing quite well at first, then failed a check that led into dark alley ambush by a couple petty thieves. Not a full encounter, just a quick obstacle w/ 3 weak enemies to soften up the players a little due to getting a failure on the skill challenge. They are still in the time crunch as the evidence they are falling is quickly fading from existence. They immediately go to do a short rest. I remind them about the time crunch, and allow everyone a single surge and the recharge of 1 encounter. I also give them the option to take that short rest, but that would make the trail very difficult to pick back up, upping the DCs. Failures in the skill challenge equate to small skirmishes they can easily overcome. They elect for the surge + single encounter recharge and continue the skill challenge successfully.
Once they reach thier destination, I finally allow enough time for a short rest. The take 5 minutes to get thier breaths after running through the streets, bridges, and sewers of Sharn, and dealing with cutpurses along the way. They quietly infiltrate the target location and take out a couple guards before the alram goes up and handle things pretty well when the next piece of LFR spoiling shows it's head...
"Is the next encounter the last for the day?"
They want to know so they can determine if they should use thier dailies and they are starting to get low on surges. "You have no way of knowing, but you can take an extended rest if you don't mind the bad guy getting away and failing your benefactor".
They push on and tackle the next encounter, finishing a short rest afterwards with 1/4 players out of healing surges. The bad guy is currently on his way to assassinate thier benefactor and they are in a race to catch up. I allow a town guard to give that player a healing potion and hand wave it's use of a sealing surge to placate the player.
After a battle in the skies on flying gondolas and flying sky chariot like things, they succeed in stopping the BBEG (who fell into the mists below).
"So he's dead right?"
...
"You saw him fall into the mists below."
"So we don't know if he is dead?"
"You saw him fall into the mists below."
They make it back to their benefactor, all bloodied, only one player having any surges left and I finally allow them to take an extended rest now that the immediate threat is ended over the course of 5 straight encounters.
The players had a ton of fun, started to play smarter so they took less damage, felt truly challegned, and were glad they managed to survive. I was telling them the treasure they found when I get "So player x and player y will both take the boots of so-and-so...". I sigh as I explain that this is not LFR. You find 1 of each item. You guys decide how to split them, I'm not involved in that. There are no item per level slots, extra gold options, etc. If you want more gold, sell the item. As a reminder, distributing gold found is up to you as well. Gold takes up a treasure parcel and you may elect to not distribute gold to players that took items. It's entirely up to you. If you search a body and find gold, I will allow a thievery check to allow you to pocket it. You are not forced by me to share with your party, just be ready to be called out on it if their characters notice.
I finally explain that this is REAL DnD, not a causal thing like LFR or Encounters. Their choices in the world matter, and the bad guy can win if enough time passes from extended rests. They also built combat centric characters and have no Faceman. Since they leveled, I suggested that at least someone may want to get some skill training in a social skill, and that wholesale retraining like LFR is not going to happen. If you want to totally re-arrange your character, they might as well leave the party / die so you make a new one. Retraining will be by the book, powers/feats/themes only.
I had them create wishlists of heoric tier items for each band in the heroic tier. I let them know that this is a wishlist, and not to expect to get much from it, but it lets me know what you are interested in while I plan treasure parcels. I also let them know that common items are readily available in most towns, and that there is a chance that an uncommon item is available for sale as town size increases.
They are totally stoked for the next session, love how challenging it is, and looking forward to the story. I just need to break them of thier LFR habbits.
First two encounters were flashbacks, and I gave them extended rests and what not. Fast forward back to the present, and they start the next encounter. They play as they normally do, take on a decent solo, and after the encounter, the go to take a short rest. Here's where the spoiling comes into play.
During the short rest, their benefactor tells them they need to go track the path of the demon that attacked them back to it's source and locate the summoner. Being made of mist, the trail is growing colder. So, they take thier rest. During which, they healer starts to use their encounters to give surge plus d6 to everyone (2/enc), then attempting to do it again. During the encounter, the player had already used the 2/enc healing, so I reminded the player of the time crunch, and that if they spend the recharged encounter during the rest, it would not be available in the next encounter. This totally left my player in shock. "What do you mean? It's an encounter!". I had to explain that short rests are a about 5 minutes, you get your powers recharged at the end of the 5 minutes. If you want to expend and recharge again, that is going to be yet another 5 minutes. Total culture shock. The player ended up deciding they would much rather have the healing boost in the next encounter and told everyone to use regular surges.
During the hunt( a skill challege), the party was doing quite well at first, then failed a check that led into dark alley ambush by a couple petty thieves. Not a full encounter, just a quick obstacle w/ 3 weak enemies to soften up the players a little due to getting a failure on the skill challenge. They are still in the time crunch as the evidence they are falling is quickly fading from existence. They immediately go to do a short rest. I remind them about the time crunch, and allow everyone a single surge and the recharge of 1 encounter. I also give them the option to take that short rest, but that would make the trail very difficult to pick back up, upping the DCs. Failures in the skill challenge equate to small skirmishes they can easily overcome. They elect for the surge + single encounter recharge and continue the skill challenge successfully.
Once they reach thier destination, I finally allow enough time for a short rest. The take 5 minutes to get thier breaths after running through the streets, bridges, and sewers of Sharn, and dealing with cutpurses along the way. They quietly infiltrate the target location and take out a couple guards before the alram goes up and handle things pretty well when the next piece of LFR spoiling shows it's head...
"Is the next encounter the last for the day?"
They want to know so they can determine if they should use thier dailies and they are starting to get low on surges. "You have no way of knowing, but you can take an extended rest if you don't mind the bad guy getting away and failing your benefactor".
They push on and tackle the next encounter, finishing a short rest afterwards with 1/4 players out of healing surges. The bad guy is currently on his way to assassinate thier benefactor and they are in a race to catch up. I allow a town guard to give that player a healing potion and hand wave it's use of a sealing surge to placate the player.
After a battle in the skies on flying gondolas and flying sky chariot like things, they succeed in stopping the BBEG (who fell into the mists below).
"So he's dead right?"
...
"You saw him fall into the mists below."
"So we don't know if he is dead?"
"You saw him fall into the mists below."
They make it back to their benefactor, all bloodied, only one player having any surges left and I finally allow them to take an extended rest now that the immediate threat is ended over the course of 5 straight encounters.
The players had a ton of fun, started to play smarter so they took less damage, felt truly challegned, and were glad they managed to survive. I was telling them the treasure they found when I get "So player x and player y will both take the boots of so-and-so...". I sigh as I explain that this is not LFR. You find 1 of each item. You guys decide how to split them, I'm not involved in that. There are no item per level slots, extra gold options, etc. If you want more gold, sell the item. As a reminder, distributing gold found is up to you as well. Gold takes up a treasure parcel and you may elect to not distribute gold to players that took items. It's entirely up to you. If you search a body and find gold, I will allow a thievery check to allow you to pocket it. You are not forced by me to share with your party, just be ready to be called out on it if their characters notice.
I finally explain that this is REAL DnD, not a causal thing like LFR or Encounters. Their choices in the world matter, and the bad guy can win if enough time passes from extended rests. They also built combat centric characters and have no Faceman. Since they leveled, I suggested that at least someone may want to get some skill training in a social skill, and that wholesale retraining like LFR is not going to happen. If you want to totally re-arrange your character, they might as well leave the party / die so you make a new one. Retraining will be by the book, powers/feats/themes only.
I had them create wishlists of heoric tier items for each band in the heroic tier. I let them know that this is a wishlist, and not to expect to get much from it, but it lets me know what you are interested in while I plan treasure parcels. I also let them know that common items are readily available in most towns, and that there is a chance that an uncommon item is available for sale as town size increases.
They are totally stoked for the next session, love how challenging it is, and looking forward to the story. I just need to break them of thier LFR habbits.