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No More 15-Minute Adventuring Day: Campsites
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<blockquote data-quote="the Jester" data-source="post: 5752564" data-attributes="member: 1210"><p>There are a lot of assumptions in this, actually. I mean, sure, if the only price is that the bad guys recover their missing hit points too, that's usually a no-brainer win for the pcs. But a proactive dm might not- I'd say <em>should not</em>- always leave it at that.</p><p></p><p>Raise the price, even a little, and the equation might change. </p><p></p><p>What if the price is "the bad guys set up a bunch of traps and ambushes for the pcs' return trip"?</p><p></p><p>What if the price is "the bad guys come a-huntin' for the depleted party"?</p><p></p><p>What if the price is "the bad guys finish their ritual and open a portal to the Abyss"?</p><p></p><p>What if the price is "the bad guy flees the dungeon entirely and gets away with the Macguffin the pcs are questing for"?</p><p></p><p>IMHO the players should be in charge of deciding when and where to rest, but a poorly chosen place and time should have consequences. 3e and 4e, with long combat times and relatively low numbers of encounters-per-level, discourage wandering monsters, but if the pcs rest in an old rat-infested dungeon, there's no reason a rat swarm shouldn't interrupt their rest. In D&D's earliest days, oozes <em>only</em> appeared as treasureless wandering monsters. I remember when pcs would <em>save a few spells</em> to have in case of interrupted rests. </p><p></p><p>The 15-minute adventuring day is a problem, but intelligent monsters that respond to incursions during the time between assaults help to reward longer forays.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5752564, member: 1210"] There are a lot of assumptions in this, actually. I mean, sure, if the only price is that the bad guys recover their missing hit points too, that's usually a no-brainer win for the pcs. But a proactive dm might not- I'd say [i]should not[/i]- always leave it at that. Raise the price, even a little, and the equation might change. What if the price is "the bad guys set up a bunch of traps and ambushes for the pcs' return trip"? What if the price is "the bad guys come a-huntin' for the depleted party"? What if the price is "the bad guys finish their ritual and open a portal to the Abyss"? What if the price is "the bad guy flees the dungeon entirely and gets away with the Macguffin the pcs are questing for"? IMHO the players should be in charge of deciding when and where to rest, but a poorly chosen place and time should have consequences. 3e and 4e, with long combat times and relatively low numbers of encounters-per-level, discourage wandering monsters, but if the pcs rest in an old rat-infested dungeon, there's no reason a rat swarm shouldn't interrupt their rest. In D&D's earliest days, oozes [i]only[/i] appeared as treasureless wandering monsters. I remember when pcs would [i]save a few spells[/i] to have in case of interrupted rests. The 15-minute adventuring day is a problem, but intelligent monsters that respond to incursions during the time between assaults help to reward longer forays. [/QUOTE]
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