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Pathfinder: Encounter Design Simplified
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<blockquote data-quote="Wulf Ratbane" data-source="post: 4706099" data-attributes="member: 94"><p>Refresh (ie, reset) them every time the PC gains a level. </p><p></p><p>If for some reason the PC has "banked" more points than his new total would indicate (only possible if you give out bonus points for some reason), then let him keep the bigger amount.</p><p></p><p>This section admittedly suffers a bit in the preview, being torn away from the rest of Trailblazer, which uses Action Points.</p><p></p><p></p><p></p><p>Nope. </p><p></p><p>Define too much. Too much with respect to what you're <em>used to</em>, or too much with respect to what actually facilitates <em>better play</em>?</p><p></p><p>The rest mechanic is a philosophical change <strong>much </strong>more than it is a mechanics change. </p><p></p><p>Either you <em>want </em>your PCs to get back into the action, or you <em>don't</em>. </p><p></p><p>Assuming that you <em>don't</em> want the PCs to rest, how would you prefer to harry them?</p><p></p><p>Per day? </p><p></p><p>Or per 10 minutes?</p><p></p><p>It's really a question of how big a role you want resource management to play in your game, and whether or not your players find that fun or not.</p><p></p><p>Yes, my players know that they can rest "with relative ease" most of the time. But they really don't know if I am going to pressure them (ie, interrupt their rest) at any given time. And if I do decide to pressure them, I only have to think 10 minutes ahead, not a whole day ahead. </p><p></p><p>In 10 minutes, a dungeon level can be put on full alert, the BBEGs can cast their "long duration" buffs, and I might move a couple of squads of guards out to look for the intruders-- but other than that my adventure doesn't have to flex very much to accommodate either the players' desire to rest or my desire to harry them.</p><p></p><p>In 1 day, a lot can change. It's a lot harder for me to keep my adventure "on the rails" if I have to keep accounting for the passage of days at a time.</p><p></p><p>Heck, in the past, as a DM, I've had an entire tribe of humanoids <em>pack up and move</em> overnight rather than wait around for the PCs to return the next day. That wasn't at all what I had planned, but it was realistically the only intelligent response.</p><p></p><p></p><p></p><p>I will leave you with this quote, from one of the players in my game who was also skeptical at first:</p><p></p><p>"Having played with the new Rest mechanic for months now, there is no way you could ever convince me to go back."</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4706099, member: 94"] Refresh (ie, reset) them every time the PC gains a level. If for some reason the PC has "banked" more points than his new total would indicate (only possible if you give out bonus points for some reason), then let him keep the bigger amount. This section admittedly suffers a bit in the preview, being torn away from the rest of Trailblazer, which uses Action Points. Nope. Define too much. Too much with respect to what you're [I]used to[/I], or too much with respect to what actually facilitates [I]better play[/I]? The rest mechanic is a philosophical change [B]much [/B]more than it is a mechanics change. Either you [I]want [/I]your PCs to get back into the action, or you [I]don't[/I]. Assuming that you [I]don't[/I] want the PCs to rest, how would you prefer to harry them? Per day? Or per 10 minutes? It's really a question of how big a role you want resource management to play in your game, and whether or not your players find that fun or not. Yes, my players know that they can rest "with relative ease" most of the time. But they really don't know if I am going to pressure them (ie, interrupt their rest) at any given time. And if I do decide to pressure them, I only have to think 10 minutes ahead, not a whole day ahead. In 10 minutes, a dungeon level can be put on full alert, the BBEGs can cast their "long duration" buffs, and I might move a couple of squads of guards out to look for the intruders-- but other than that my adventure doesn't have to flex very much to accommodate either the players' desire to rest or my desire to harry them. In 1 day, a lot can change. It's a lot harder for me to keep my adventure "on the rails" if I have to keep accounting for the passage of days at a time. Heck, in the past, as a DM, I've had an entire tribe of humanoids [I]pack up and move[/I] overnight rather than wait around for the PCs to return the next day. That wasn't at all what I had planned, but it was realistically the only intelligent response. I will leave you with this quote, from one of the players in my game who was also skeptical at first: "Having played with the new Rest mechanic for months now, there is no way you could ever convince me to go back." [/QUOTE]
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