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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is the 15 minute adventuring day now the 90 minute adventuring day?
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<blockquote data-quote="Iron Sky" data-source="post: 4099396" data-attributes="member: 60965"><p>I would highly suggest trying one of the test adventures that have been put together on these boards.  When I played through Raiders of Oakhurst, I had 1/2 of my players bloodied for most of the first fight, 1 dropped to unconcious, 1 bloodied in the second, and a TPK in the third(against an encounter of their level, 3 hobgoblins).  If they had decided to sit in the cave and rest for 6 hours, I would have had the third encounter find them instead of them coming to it...</p><p></p><p>When I did the second playtest, had two players bloodied in the first fight(vs 12 minions and a level 1 bandit), two more bloodied in the next, with one the Paladin at <5 hp twice(vs 2 deathjump spiders), and a TPK vs a Boneshard and Blazing Skeleton(though they didn't rest after the 2nd fight on that one, probably would have had at least 1 PK).</p><p></p><p>You get 1 healing surge per combat, costing a standard action(minor for dwarves) for 1/4 of your hp.  If you have a cleric, he can give two more to the party that are worth about 1/2 your hp(depending on class).  I never heard my players say "it's way too easy to heal."  Instead it was more like "so... that takes me to bloodied again."</p><p></p><p>If you don't want your players using up their dallies on every fight, just hit them with a fight while they rest once in a while.  I know in my games, characters always try to use *just enough* firepower to get through the fight, in case there is something worse ahead or they get attacked during the night.  If your 3.5 wizard isn't going to bed with some firepower in reserve(like mine usually does), that's a reflection of DMing style and choices, IMO, not mechanics.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4099396, member: 60965"] I would highly suggest trying one of the test adventures that have been put together on these boards. When I played through Raiders of Oakhurst, I had 1/2 of my players bloodied for most of the first fight, 1 dropped to unconcious, 1 bloodied in the second, and a TPK in the third(against an encounter of their level, 3 hobgoblins). If they had decided to sit in the cave and rest for 6 hours, I would have had the third encounter find them instead of them coming to it... When I did the second playtest, had two players bloodied in the first fight(vs 12 minions and a level 1 bandit), two more bloodied in the next, with one the Paladin at <5 hp twice(vs 2 deathjump spiders), and a TPK vs a Boneshard and Blazing Skeleton(though they didn't rest after the 2nd fight on that one, probably would have had at least 1 PK). You get 1 healing surge per combat, costing a standard action(minor for dwarves) for 1/4 of your hp. If you have a cleric, he can give two more to the party that are worth about 1/2 your hp(depending on class). I never heard my players say "it's way too easy to heal." Instead it was more like "so... that takes me to bloodied again." If you don't want your players using up their dallies on every fight, just hit them with a fight while they rest once in a while. I know in my games, characters always try to use *just enough* firepower to get through the fight, in case there is something worse ahead or they get attacked during the night. If your 3.5 wizard isn't going to bed with some firepower in reserve(like mine usually does), that's a reflection of DMing style and choices, IMO, not mechanics. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is the 15 minute adventuring day now the 90 minute adventuring day?
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