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<blockquote data-quote="Kinak" data-source="post: 6293814" data-attributes="member: 6694112"><p>I don't disagree with this, but there's a difference between a parties having different strengths and parties existing in different worlds.</p><p></p><p>Time has to flow differently when you have a (non-4e) healer in the party. This is the most obvious when the party composition changes in mid-stream or you're using a published module.</p><p></p><p>If you gain a healer, deadlines that were threatening are suddenly complete non-issues. If you lose a healer, deadlines that were threatening are now impossible. That's a problem if you're trying to build a consistent narrative, let alone a consistent world.</p><p></p><p>Now, you can handwave "the heroes make it there in the nick of time!" You basically <em>have to</em> under this sort of system, particularly with published modules. That's a cheat, but one players won't mind... if they don't notice.</p><p></p><p>Where that handwaving really causes problems, though, is in the 15-minute adventuring day. The best way to combat it is through applying real deadlines, making those rests into resources, not assumptions. Even pretending that's the case is an easy shell game to play... unless the timeline drastically shifts like we're talking about here.</p><p></p><p>If that wasn't enough of a reason, adding or removing a healer also makes wilderness travel work drastically differently. Moderate encounters over a few days can become a real problem without a healer, but are a complete waste of game time with a healer. </p><p></p><p>I can personally attest to losing interest in a campaign because the wilderness suddenly became a joke for this reason, so it's not just a theoretical complaint. Spell regeneration being on a different timeline than physical healing risks screws up worlds.</p><p></p><p>Thanks!</p><p></p><p>The worst part, in my opinion, is having to choose between wasting the player's time with pushover encounters or making the hardest enemies they fight in the whole adventure be the random stuff they meet in the wilderness. But there isn't a middle ground if they're going to be worn down at all when they get to the climactic encounter.</p><p></p><p>Running meaningful wilderness encounters with daily refresh makes the world a scary, scary place.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6293814, member: 6694112"] I don't disagree with this, but there's a difference between a parties having different strengths and parties existing in different worlds. Time has to flow differently when you have a (non-4e) healer in the party. This is the most obvious when the party composition changes in mid-stream or you're using a published module. If you gain a healer, deadlines that were threatening are suddenly complete non-issues. If you lose a healer, deadlines that were threatening are now impossible. That's a problem if you're trying to build a consistent narrative, let alone a consistent world. Now, you can handwave "the heroes make it there in the nick of time!" You basically [I]have to[/I] under this sort of system, particularly with published modules. That's a cheat, but one players won't mind... if they don't notice. Where that handwaving really causes problems, though, is in the 15-minute adventuring day. The best way to combat it is through applying real deadlines, making those rests into resources, not assumptions. Even pretending that's the case is an easy shell game to play... unless the timeline drastically shifts like we're talking about here. If that wasn't enough of a reason, adding or removing a healer also makes wilderness travel work drastically differently. Moderate encounters over a few days can become a real problem without a healer, but are a complete waste of game time with a healer. I can personally attest to losing interest in a campaign because the wilderness suddenly became a joke for this reason, so it's not just a theoretical complaint. Spell regeneration being on a different timeline than physical healing risks screws up worlds. Thanks! The worst part, in my opinion, is having to choose between wasting the player's time with pushover encounters or making the hardest enemies they fight in the whole adventure be the random stuff they meet in the wilderness. But there isn't a middle ground if they're going to be worn down at all when they get to the climactic encounter. Running meaningful wilderness encounters with daily refresh makes the world a scary, scary place. Cheers! Kinak [/QUOTE]
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