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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="UngeheuerLich" data-source="post: 4101103" data-attributes="member: 59057"><p>As a DM you can do a lot of things to keep your characters moving:</p><p>1) You could place mechanisms in those old tombs to convince players to go on</p><p></p><p>2) you can set up encounters so that in 2 different rooms there are 2 easy encounters, both together are very hard.</p><p>When neither group (party/monster) has prepared for the battle, the monsters of the 2nd encounter will join the battle when the first encounter is half over...</p><p></p><p>3) let the monsters move between rooms (just assume that the current setup of the undead monsters is a random snapshot of a continuous flow). If you take out 1 set of monsters, they will be missed (maybe at dinner etc.) And if PCs come again next day they will be prepared</p><p></p><p>4) teleporting in can be easy, teleporting out can be difficult (or vice-versa). Remember: teleport will probably a ritual, so this might be the default case for 4e</p><p></p><p>5) make it clear when hit and run was a good idea and when not</p><p></p><p>6) let monsters do hit and runs on your players</p><p></p><p>7) attack players at extended rests (eventually the set up guards then)</p><p></p><p>8) attack players at short rests (eventually they will setup guards for even 5 min breaks)</p><p></p><p>9) just tell your players that their characters are not tired and just don´t find rest there... (maybe it is too cold/wet etc)</p><p></p><p>10) don´t play with players trying to break the system that hard...</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 4101103, member: 59057"] As a DM you can do a lot of things to keep your characters moving: 1) You could place mechanisms in those old tombs to convince players to go on 2) you can set up encounters so that in 2 different rooms there are 2 easy encounters, both together are very hard. When neither group (party/monster) has prepared for the battle, the monsters of the 2nd encounter will join the battle when the first encounter is half over... 3) let the monsters move between rooms (just assume that the current setup of the undead monsters is a random snapshot of a continuous flow). If you take out 1 set of monsters, they will be missed (maybe at dinner etc.) And if PCs come again next day they will be prepared 4) teleporting in can be easy, teleporting out can be difficult (or vice-versa). Remember: teleport will probably a ritual, so this might be the default case for 4e 5) make it clear when hit and run was a good idea and when not 6) let monsters do hit and runs on your players 7) attack players at extended rests (eventually the set up guards then) 8) attack players at short rests (eventually they will setup guards for even 5 min breaks) 9) just tell your players that their characters are not tired and just don´t find rest there... (maybe it is too cold/wet etc) 10) don´t play with players trying to break the system that hard... [/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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