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No More 15-Minute Adventuring Day: Campsites
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<blockquote data-quote="Quickleaf" data-source="post: 5752823" data-attributes="member: 20323"><p>Not that it can design random encounters on the spur of the moment, but my DM cheat sheet (<a href="http://www.enworld.org/forum/d-d-4th-edition-discussion/307923-d-d-4th-edition-dm-cheat-sheet.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-discussion/307923-d-d-4th-edition-dm-cheat-sheet.html</a>) on the "plot" page has a table about possible consequences for resting.</p><p></p><p></p><p>With resting as a resource, do you mean something like "you can take 3 extended rests during this adventure"? I think there's definitely a place for a structure like that. Fore example, the PCs are on a hostile plane with no chance of rest except for the magnificent mansion artifact they've got which can be used to provide them with X number of rests.</p><p></p><p>One really cool trick I picked up from <a href="http://www.stormindacastle.com" target="_blank">www.stormindacastle.com</a> is the idea of horizon events which progress along a stage as certain conditions (particularly extended rests) are met. Basically the idea is as part of adventure prep you come up with an outline of 3 consequences for taking extended rests. Each consequence stage involves some new hazard, increased threat, or dungeon-wide effect. At stage III things quickly start going from bad to worse.</p><p></p><p>In 4e this meshes nicely with adventures which run 8 to 14 encounter.</p><p></p><p></p><p>Ah, I think I see what you're shooting for...contrary to the negative responses, I could see this work really well in a game with no "dungeon" largerthan 5 room. It's like you have this network of "safe" nodes with several exits. But once you take an exit you trigger a cascade of encounters which put the pressure on.</p><p></p><p>Er, am I close to what you were thinking?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5752823, member: 20323"] Not that it can design random encounters on the spur of the moment, but my DM cheat sheet ([URL]http://www.enworld.org/forum/d-d-4th-edition-discussion/307923-d-d-4th-edition-dm-cheat-sheet.html[/URL]) on the "plot" page has a table about possible consequences for resting. With resting as a resource, do you mean something like "you can take 3 extended rests during this adventure"? I think there's definitely a place for a structure like that. Fore example, the PCs are on a hostile plane with no chance of rest except for the magnificent mansion artifact they've got which can be used to provide them with X number of rests. One really cool trick I picked up from [URL]www.stormindacastle.com[/URL] is the idea of horizon events which progress along a stage as certain conditions (particularly extended rests) are met. Basically the idea is as part of adventure prep you come up with an outline of 3 consequences for taking extended rests. Each consequence stage involves some new hazard, increased threat, or dungeon-wide effect. At stage III things quickly start going from bad to worse. In 4e this meshes nicely with adventures which run 8 to 14 encounter. Ah, I think I see what you're shooting for...contrary to the negative responses, I could see this work really well in a game with no "dungeon" largerthan 5 room. It's like you have this network of "safe" nodes with several exits. But once you take an exit you trigger a cascade of encounters which put the pressure on. Er, am I close to what you were thinking? [/QUOTE]
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