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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Hussar" data-source="post: 7155171" data-attributes="member: 22779"><p>I guess the point that I'm wondering [MENTION=54380]shoak1[/MENTION] is whether or not it's actually true that the modules aren't taking this into account. Now, I'll be 100% honest here and point out that I haven't read the modules, only played. I've played (most) of Curse of Strahd, the first two or three modules of Princes of the Apocalypse and we're now a chunk of the way into Sunless Citadel.</p><p></p><p>Now, in all three of those modules, resting has been an issue. Curse of Strahd has all sorts of ways to keep resting an issue - random encounters, incredibly dangerous to rest outside of a town at night, and at least one Night Hag in the module can make long rests a real problem. We've certainly been challenged all the way along in that module.</p><p></p><p>In Princes, there are numerous scenarios where you have virtually overwhelming forces in a location that can instantly ramp up the difficulty of the scenario. In the swamp castle scenario (forget the name), you've got an entire castle. We wound up having to battle pretty much constantly - virtually no rests. It was tricky to take short rests, let alone long ones. The flying castle scenario too has all sorts of forces in it that can make it extremely difficult to rest and very easy to get overwhelmed.</p><p></p><p>Sunless Citadel is low level, so, everyone agrees that this isn't a low level issue.</p><p></p><p>Could they give more advice on how to ramp up difficulty? Sure. More advice is always good. But, sheesh, at some point DM's have to take responsibility for their own games. </p><p></p><p>There are all sorts of simple things you can do. You have a party of dex monkeys that rely on Sharpshooter? Fair enough, bad guys go prone at the end of their turn. Let's see how effective your Sharpshooters are when they constantly have disadvantage on their attacks. There are a lot of things DM's can do without a whole lot of system mastery. It just requires the DM to be a bit on the ball when running the game.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7155171, member: 22779"] I guess the point that I'm wondering [MENTION=54380]shoak1[/MENTION] is whether or not it's actually true that the modules aren't taking this into account. Now, I'll be 100% honest here and point out that I haven't read the modules, only played. I've played (most) of Curse of Strahd, the first two or three modules of Princes of the Apocalypse and we're now a chunk of the way into Sunless Citadel. Now, in all three of those modules, resting has been an issue. Curse of Strahd has all sorts of ways to keep resting an issue - random encounters, incredibly dangerous to rest outside of a town at night, and at least one Night Hag in the module can make long rests a real problem. We've certainly been challenged all the way along in that module. In Princes, there are numerous scenarios where you have virtually overwhelming forces in a location that can instantly ramp up the difficulty of the scenario. In the swamp castle scenario (forget the name), you've got an entire castle. We wound up having to battle pretty much constantly - virtually no rests. It was tricky to take short rests, let alone long ones. The flying castle scenario too has all sorts of forces in it that can make it extremely difficult to rest and very easy to get overwhelmed. Sunless Citadel is low level, so, everyone agrees that this isn't a low level issue. Could they give more advice on how to ramp up difficulty? Sure. More advice is always good. But, sheesh, at some point DM's have to take responsibility for their own games. There are all sorts of simple things you can do. You have a party of dex monkeys that rely on Sharpshooter? Fair enough, bad guys go prone at the end of their turn. Let's see how effective your Sharpshooters are when they constantly have disadvantage on their attacks. There are a lot of things DM's can do without a whole lot of system mastery. It just requires the DM to be a bit on the ball when running the game. [/QUOTE]
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