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General Tabletop Discussion
*Pathfinder & Starfinder
Mechanics of Death aka How have you died?
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<blockquote data-quote="MarkB" data-source="post: 4835982" data-attributes="member: 40176"><p>Sometimes the nature of a scenario will impose a time limit that discourages or even precludes an extended rest. If the sacrifice of the kidnapped princess is due to take place at midnight and the PCs arrive at the evil temple at 10pm, then stopping for six hours just because a particular fight went much worse than anticipated isn't an option - not if they don't want to have to explain to the king why his daughter's not coming home and an evil demon-lord is ravaging his kingdom.</p><p></p><p>This is especially true in pre-written scenarios. LFR writers are specifically discouraged from providing the option of an extended rest during a scenario, preferring the PCs to manage their resources through the 3-4 encounters typically faced therein. If a fight or two goes badly, that can easily lead to the players entering the climactic combat with PCs who barely have half a dozen healing surges left between them, the front-liners being the worst-off.</p><p></p><p>Obviously, a DM should try and avoid such situations, but sometimes what seems like a perfectly reasonable series of encounters can turn out to be more difficult than imagined, either because of unusual synergies, teamwork failures by the players, or just a run of bad dice luck. Once that's happened, it's a little tricky to change the pre-established time limit. The other option is to soften the remaining encounter(s), but that can lead to a sense of anticlimax, with the big bad villain being a pushover compared to the guards on the front door.</p></blockquote><p></p>
[QUOTE="MarkB, post: 4835982, member: 40176"] Sometimes the nature of a scenario will impose a time limit that discourages or even precludes an extended rest. If the sacrifice of the kidnapped princess is due to take place at midnight and the PCs arrive at the evil temple at 10pm, then stopping for six hours just because a particular fight went much worse than anticipated isn't an option - not if they don't want to have to explain to the king why his daughter's not coming home and an evil demon-lord is ravaging his kingdom. This is especially true in pre-written scenarios. LFR writers are specifically discouraged from providing the option of an extended rest during a scenario, preferring the PCs to manage their resources through the 3-4 encounters typically faced therein. If a fight or two goes badly, that can easily lead to the players entering the climactic combat with PCs who barely have half a dozen healing surges left between them, the front-liners being the worst-off. Obviously, a DM should try and avoid such situations, but sometimes what seems like a perfectly reasonable series of encounters can turn out to be more difficult than imagined, either because of unusual synergies, teamwork failures by the players, or just a run of bad dice luck. Once that's happened, it's a little tricky to change the pre-established time limit. The other option is to soften the remaining encounter(s), but that can lead to a sense of anticlimax, with the big bad villain being a pushover compared to the guards on the front door. [/QUOTE]
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Mechanics of Death aka How have you died?
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