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General Tabletop Discussion
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Is the adventuring day longer in 4th Ed?
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<blockquote data-quote="Goonalan" data-source="post: 4493187" data-attributes="member: 16069"><p>4E extends the adventuring day, certainly for my players, we're 13 sesions into the presnt 4E campaign and the players are mangaing six to eight encounters easily before a rest. As for Dailies, my players think they're rubbish, I don't mean to be rude but they just don't hit a lot (for us)- save for ther Wizard who hits with hers every time. Excluding the Wizard's Dailies I would guess that from approx. 40+ rolls of the dice for dailies, they've hit probably 5 times. Our Paladin has never hit- in eight attempts.</p><p></p><p>As for the respondent (babrino) that said the players rest every second encounter to recover their Dailies, and the DM springs an encounter on them while they're resting- don't spring an encounter on them, kill them- or have the objective of their quest get up and leave the dungeon, with a note of course for the brave adventurers- "sorry, got bored waiting for you, gone on holiday, stopped off to eat your family et al". </p><p></p><p>Our rule is there needs to be at least 12 hours between rests and you can only Extended rest once in every 24 hours- it makes for a more considered response, and clear up, after encounters, plenty of roleplay and investgation, time for back-tracking, trying to make sense of the dungeon, the players surroundings, lots of scouting out places- and when NPCs, or captured bad guys are on hand, time for a "friendly" chat. And should they need to rest while still in the dungeon then they'd better find a good place to hide because I'm coming looking for them- I know they're Goblins, Kobolds or whatever but you can't just rest up in the guardroom and not expect to have the whole tribe come down on you- my players hide bodies, clear up after themselves, back-track out of the place et al. Oh and if I had a pound for every time a returning patrol entered the dungeon just as the players were trying to clear out, then I'd have two pounds (in thirteen sessions as I say). </p><p></p><p>I'd kill my players just for suggesting they rest after two encounters, or else the Goblins (or whoever) would receive orders that the PCs are present and attack in ever increasing waves. Our Warlock started bleating after five encounters in the last session, although they'd last finished resting at 7 AM game time, and it was 10.30 AM after the fifth encounter, he had full HP, had used only two Healing Surges but had spent his daily power (he's a new player). I added an extra Rat Swarm to the next encounter just for complaining- players, gah, stop mollycoddling them.</p><p></p><p>Oh, and a note, 13 sessions in and I haven't managed to kill one of them, and the sessions have gone from three hours to five hours (minimum). Treat them mean and keep them keen.</p><p></p><p>Two of the players want to start up a second group, they quite like it. Whatever works for you and all that... but two encounters and a rest, gah- kill them all, let Gygax sort them out.</p><p></p><p></p><p>Goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 4493187, member: 16069"] 4E extends the adventuring day, certainly for my players, we're 13 sesions into the presnt 4E campaign and the players are mangaing six to eight encounters easily before a rest. As for Dailies, my players think they're rubbish, I don't mean to be rude but they just don't hit a lot (for us)- save for ther Wizard who hits with hers every time. Excluding the Wizard's Dailies I would guess that from approx. 40+ rolls of the dice for dailies, they've hit probably 5 times. Our Paladin has never hit- in eight attempts. As for the respondent (babrino) that said the players rest every second encounter to recover their Dailies, and the DM springs an encounter on them while they're resting- don't spring an encounter on them, kill them- or have the objective of their quest get up and leave the dungeon, with a note of course for the brave adventurers- "sorry, got bored waiting for you, gone on holiday, stopped off to eat your family et al". Our rule is there needs to be at least 12 hours between rests and you can only Extended rest once in every 24 hours- it makes for a more considered response, and clear up, after encounters, plenty of roleplay and investgation, time for back-tracking, trying to make sense of the dungeon, the players surroundings, lots of scouting out places- and when NPCs, or captured bad guys are on hand, time for a "friendly" chat. And should they need to rest while still in the dungeon then they'd better find a good place to hide because I'm coming looking for them- I know they're Goblins, Kobolds or whatever but you can't just rest up in the guardroom and not expect to have the whole tribe come down on you- my players hide bodies, clear up after themselves, back-track out of the place et al. Oh and if I had a pound for every time a returning patrol entered the dungeon just as the players were trying to clear out, then I'd have two pounds (in thirteen sessions as I say). I'd kill my players just for suggesting they rest after two encounters, or else the Goblins (or whoever) would receive orders that the PCs are present and attack in ever increasing waves. Our Warlock started bleating after five encounters in the last session, although they'd last finished resting at 7 AM game time, and it was 10.30 AM after the fifth encounter, he had full HP, had used only two Healing Surges but had spent his daily power (he's a new player). I added an extra Rat Swarm to the next encounter just for complaining- players, gah, stop mollycoddling them. Oh, and a note, 13 sessions in and I haven't managed to kill one of them, and the sessions have gone from three hours to five hours (minimum). Treat them mean and keep them keen. Two of the players want to start up a second group, they quite like it. Whatever works for you and all that... but two encounters and a rest, gah- kill them all, let Gygax sort them out. Goonalan. [/QUOTE]
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Is the adventuring day longer in 4th Ed?
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