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Idea on keeping Vancian casters from novaing
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5968318" data-attributes="member: 19675"><p><em>Any</em> RPG with ablative resources- ammo, spells, whatever- can run afoul of the 15 minute workday if the game master puts the game world on hold so the PCs can rest & recuperate without penalty.</p><p></p><p>The first non-D&D example that I heard of was in a mundane Special-Ops type game some guys were in. Whenever the demolitions guy ran out of stuff, they retreated and camped until he could replenish his stock. They would absolutely not advance unless the guy with the most potential punch had something significant to contribute beyond using his Colt .45 or combat knife.</p><p></p><p>In a Supers game I heard of, it cropped up when the team gadgeteer was kitted out with entirely the wrong set of stuff and had to find a lab to swap out gizmos. The party sidetracked the entire day of gaming to get him the resources he needed to be fully contributory, so nothing was accomplished in terms of achieving the mission that session.</p><p></p><p>In a space opera campaign, what controlled the PCs progress was the number of energy packs they had for their weapons. Since the big weapons drained the packs the fastest, they would retreat when they only had enough packs to power the small arms for a couple of combats.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5968318, member: 19675"] [I]Any[/I] RPG with ablative resources- ammo, spells, whatever- can run afoul of the 15 minute workday if the game master puts the game world on hold so the PCs can rest & recuperate without penalty. The first non-D&D example that I heard of was in a mundane Special-Ops type game some guys were in. Whenever the demolitions guy ran out of stuff, they retreated and camped until he could replenish his stock. They would absolutely not advance unless the guy with the most potential punch had something significant to contribute beyond using his Colt .45 or combat knife. In a Supers game I heard of, it cropped up when the team gadgeteer was kitted out with entirely the wrong set of stuff and had to find a lab to swap out gizmos. The party sidetracked the entire day of gaming to get him the resources he needed to be fully contributory, so nothing was accomplished in terms of achieving the mission that session. In a space opera campaign, what controlled the PCs progress was the number of energy packs they had for their weapons. Since the big weapons drained the packs the fastest, they would retreat when they only had enough packs to power the small arms for a couple of combats. [/QUOTE]
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