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*Dungeons & Dragons
Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="LostSoul" data-source="post: 5792253" data-attributes="member: 386"><p>This is, I think, a good solution to the 15-minute adventuring day.</p><p></p><p>(Wandering monsters don't work in 3E because it's usually a good thing to fight them if you're up against a timeline or reactive scenario - the XP gain you get is going to make you level up faster. When I played Red Hand of Doom we tried to <em>attract</em> wandering monsters.)</p><p></p><p>However, how much of this is part of 3E's <em>system</em> in the way that, say, the Caves of Chaos were restocked in Keep on the Borderlands? I think it's easy to write advice that tells DMs to do the above, but without guidelines that detail how it should happen, I think it's an oversight of an important feature of the game. </p><p></p><p>For one thing, how do the players base their decisions when the information they have is so slight? "If we rest, bad things will happen." <em>What</em> bad things? Maybe that cost is worth it. Maybe not. How do you judge? How do you get information to inform that decision? (How do you get information to inform the decision that you should spend time - spells or gather information checks - gathering that information? eg. Should I spend the evening Gathering Information to see how much time we have or will that cause me to fail in my goal?)</p><p></p><p>For another, I've found it much more difficult to develop this sort of thing - you have to make massive judgement calls that will shape the game - without guidelines. Guidelines make it much easier to referee the game.</p><p></p><p>An then, sometimes you want to have a 15-minute adventuring day. Sometimes the PCs should be able to "go nova" and rest, especially if it's due to their own smart choices.</p><p></p><p>I play a 4E hack and I don't concern myself with the 15-minute adventuring day. There are a few reasons for this, but the main one is that I wrote a system to handle NPC growth and actions. These take place on a long enough time scale that I don't have to worry about NPC reactions much during a session (unless, you know, they're assaulting a bandit lair). If the players choose to rest after every encounter, I know the game will still work. That may be a foolish decision (or a smart one), but that's not my concern.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5792253, member: 386"] This is, I think, a good solution to the 15-minute adventuring day. (Wandering monsters don't work in 3E because it's usually a good thing to fight them if you're up against a timeline or reactive scenario - the XP gain you get is going to make you level up faster. When I played Red Hand of Doom we tried to [i]attract[/i] wandering monsters.) However, how much of this is part of 3E's [i]system[/i] in the way that, say, the Caves of Chaos were restocked in Keep on the Borderlands? I think it's easy to write advice that tells DMs to do the above, but without guidelines that detail how it should happen, I think it's an oversight of an important feature of the game. For one thing, how do the players base their decisions when the information they have is so slight? "If we rest, bad things will happen." [i]What[/i] bad things? Maybe that cost is worth it. Maybe not. How do you judge? How do you get information to inform that decision? (How do you get information to inform the decision that you should spend time - spells or gather information checks - gathering that information? eg. Should I spend the evening Gathering Information to see how much time we have or will that cause me to fail in my goal?) For another, I've found it much more difficult to develop this sort of thing - you have to make massive judgement calls that will shape the game - without guidelines. Guidelines make it much easier to referee the game. An then, sometimes you want to have a 15-minute adventuring day. Sometimes the PCs should be able to "go nova" and rest, especially if it's due to their own smart choices. I play a 4E hack and I don't concern myself with the 15-minute adventuring day. There are a few reasons for this, but the main one is that I wrote a system to handle NPC growth and actions. These take place on a long enough time scale that I don't have to worry about NPC reactions much during a session (unless, you know, they're assaulting a bandit lair). If the players choose to rest after every encounter, I know the game will still work. That may be a foolish decision (or a smart one), but that's not my concern. [/QUOTE]
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Community
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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