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Home Game Culture Shock: LFR players vs the 15min workday
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<blockquote data-quote="jimmifett" data-source="post: 5604732" data-attributes="member: 55006"><p>Agreed, the players were never prevented from the <em><strong>option</strong></em> of a short rest, except during the chase scene. The chase scene itself is a full encounter. For thier first failure during the skill challenge, they were misdirected down an alley to 3 thugs looking to ambush some lost travelers. Once defeated, the encounter was still on going. The party still had the oppurtunity to fail more checks during the skill challenge leading to 2 other small battles. In sum, these 3 possible battles resulting from failure are the equivelent of a full, normal encounter. Since it was still part of the same encounter, it is functionally no different than additional enemies entering the fight 1 or 2 rounds after a combat is started, except that the earlier foes are already dead. I allowed the single surge and encounter restore during the whole skill challenge encounter, of which these small fights were a part of. After the challenge was over, they had oppurtunity to take a full short rest.</p><p> </p><p>Before the skill challenge, after the fight with the solo, I also did not prevent the party from taking multiple short rests. I let them know that it's 5 minutes per rest, and that recharges for encounters occur at the <strong><em>end</em></strong> of the rest. If they wanted to use back to back shorts for healing, and not take a 3rd rest (a total of 15 minutes resting), then the healer would not have that encounter available during whatever the next encounter was. Also, they were informed that the trail would grow colder for each short rest after the first.</p><p> </p><p></p><p> </p><p>Social skills are inherent of the game. I had let them know several times in advance of the campaign start that it was not going to be a hack-n-slash, that there was going to be a considerable amount of social oppurtunities. They built thier characters for combat and monster knowledge checks anyway. One of the players wanted a rebuild to not duplicate the checks of another, I allowed after the last session, but still ignored the social skills after I re-afirmed how important they are going to be. I recommended someone may wish to take skill training in a social during thier lvl 2 selection. If the party doesn't wish to invest in social skills, thats fine, they will just have to deal with that choice when it comes up and hope for good rolls.</p><p> </p><p></p><p> </p><p>I have no problem with players using intimidate. I have them describe how they wish to intimidate, through body language, spoken word, or action. The results of the intimidate are dependent on the NPC they are trying to use it against. Try it on a Darguul Hobgoblin, you gain some respect in thier eyes, try it on a gnome, you stand a good chance of it groveling at your feet (unless it's a member of The Trust, in which case the grovelling is a way to get closer to your ankles to inject poison...). Try it on the Daughters of Sora Kell and.. well.. I hope you have somebody ready to go to dolurrh and bring back your soul for ressurection (providing Sora Maenya hasn't bound it to your skull and kept it for 'safe' keeping...).</p></blockquote><p></p>
[QUOTE="jimmifett, post: 5604732, member: 55006"] Agreed, the players were never prevented from the [I][B]option[/B][/I] of a short rest, except during the chase scene. The chase scene itself is a full encounter. For thier first failure during the skill challenge, they were misdirected down an alley to 3 thugs looking to ambush some lost travelers. Once defeated, the encounter was still on going. The party still had the oppurtunity to fail more checks during the skill challenge leading to 2 other small battles. In sum, these 3 possible battles resulting from failure are the equivelent of a full, normal encounter. Since it was still part of the same encounter, it is functionally no different than additional enemies entering the fight 1 or 2 rounds after a combat is started, except that the earlier foes are already dead. I allowed the single surge and encounter restore during the whole skill challenge encounter, of which these small fights were a part of. After the challenge was over, they had oppurtunity to take a full short rest. Before the skill challenge, after the fight with the solo, I also did not prevent the party from taking multiple short rests. I let them know that it's 5 minutes per rest, and that recharges for encounters occur at the [B][I]end[/I][/B] of the rest. If they wanted to use back to back shorts for healing, and not take a 3rd rest (a total of 15 minutes resting), then the healer would not have that encounter available during whatever the next encounter was. Also, they were informed that the trail would grow colder for each short rest after the first. Social skills are inherent of the game. I had let them know several times in advance of the campaign start that it was not going to be a hack-n-slash, that there was going to be a considerable amount of social oppurtunities. They built thier characters for combat and monster knowledge checks anyway. One of the players wanted a rebuild to not duplicate the checks of another, I allowed after the last session, but still ignored the social skills after I re-afirmed how important they are going to be. I recommended someone may wish to take skill training in a social during thier lvl 2 selection. If the party doesn't wish to invest in social skills, thats fine, they will just have to deal with that choice when it comes up and hope for good rolls. I have no problem with players using intimidate. I have them describe how they wish to intimidate, through body language, spoken word, or action. The results of the intimidate are dependent on the NPC they are trying to use it against. Try it on a Darguul Hobgoblin, you gain some respect in thier eyes, try it on a gnome, you stand a good chance of it groveling at your feet (unless it's a member of The Trust, in which case the grovelling is a way to get closer to your ankles to inject poison...). Try it on the Daughters of Sora Kell and.. well.. I hope you have somebody ready to go to dolurrh and bring back your soul for ressurection (providing Sora Maenya hasn't bound it to your skull and kept it for 'safe' keeping...). [/QUOTE]
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