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Long Rest is a Problem
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<blockquote data-quote="KidSnide" data-source="post: 6164499" data-attributes="member: 54710"><p>Building on [MENTION=52905]darjr[/MENTION]'s answer...</p><p></p><p>1) Unbalanced encounters are a key part of many adventures. Strategic games like Night Below and The Red Hand of Doom frequently involve encounters that are designed to be difficult or impossible if the PCs run into them head on. Risking the possibility that the PCs might bite off more than they can chew is a real part of those games... and that tradeoff works better if its possible to hurt the PCs enough that they can't get back to full power the next day. Sure, you can always kill some characters and force the party to expend Restore Life resources, but it's a lot more satisfying if there are more levels of gradation between full power and TPK. Personally, I think it's fun to have wounded PCs who have retreated and are trying to find a safe space to rebuild their power while the bad guys try to hunt them down. That kind of stuff is super tense and exciting -- way better than the PCs knowing that one night's rest will restore them to full strength.</p><p></p><p>2) Agree that CLW wands are part of the problem. The groups I played with rarely (or never) made use of the magic item creation rules. (It made the characters weaker, but I think it made the game better.) The game is balanced on the assumption that magic (including magical healing) is a limited resource. As soon as you remove that limitation, it really cuts back on a number of interesting strategic and tactical decisions.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6164499, member: 54710"] Building on [MENTION=52905]darjr[/MENTION]'s answer... 1) Unbalanced encounters are a key part of many adventures. Strategic games like Night Below and The Red Hand of Doom frequently involve encounters that are designed to be difficult or impossible if the PCs run into them head on. Risking the possibility that the PCs might bite off more than they can chew is a real part of those games... and that tradeoff works better if its possible to hurt the PCs enough that they can't get back to full power the next day. Sure, you can always kill some characters and force the party to expend Restore Life resources, but it's a lot more satisfying if there are more levels of gradation between full power and TPK. Personally, I think it's fun to have wounded PCs who have retreated and are trying to find a safe space to rebuild their power while the bad guys try to hunt them down. That kind of stuff is super tense and exciting -- way better than the PCs knowing that one night's rest will restore them to full strength. 2) Agree that CLW wands are part of the problem. The groups I played with rarely (or never) made use of the magic item creation rules. (It made the characters weaker, but I think it made the game better.) The game is balanced on the assumption that magic (including magical healing) is a limited resource. As soon as you remove that limitation, it really cuts back on a number of interesting strategic and tactical decisions. -KS [/QUOTE]
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