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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Obryn" data-source="post: 7170689" data-attributes="member: 11821"><p>Not quite what I said - I said tying it to the game-mechanical encounter 'clock.' You still need your token rests to get there, but keeping those durations vague and prohibiting early rests.</p><p></p><p></p><p>Generally, WotC's 4e adventure design was terrible. As in everything 4e and WotC, they got way better at it after it was too late.</p><p></p><p>The first few Zeitgeist 4e adventures are damn near perfect showcases of what the edition's adventures should be like, IMO.</p><p></p><p></p><p>Oh man, that one was really terrible. I really, really hated it and refused to run it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I kickstarted my own game with Bloodsand Arena from Free RPG Day followed by some Tomb adventure from Dungeon.</p><p></p><p></p><p>This is a very internet thing to say. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p><p></p><p></p><p>It is a harder process, yes. You can't just take a 1e adventure and put some orcs or bugbears in a dozen rooms and call it a day. (That is one reason Keep on the Shadowfell is such a terrible adventure to use for showcasing the edition. Hell, most of the HPE series - excepting H2 and P2 - are just plain terrible.)</p><p></p><p>shoak1 will probably disagree with me, but I have found that 4e works best for me and my table with minimal filler fights. Almost every encounter should drive the story or adventure forward. Most published 4e adventures don't operate with this philosophy, and IMO they suffered greatly as a result.</p><p></p><p>(Yes, you can also run 4e as a sandboxy game, but still with the same questions - Does this fight mean anything? Is it in an interesting spot with interesting opponents? What will be accomplished, win or lose? Or you can stick with it as a tactical resource game, and just go to town like shoak1 is doing and which I'm not.)</p></blockquote><p></p>
[QUOTE="Obryn, post: 7170689, member: 11821"] Not quite what I said - I said tying it to the game-mechanical encounter 'clock.' You still need your token rests to get there, but keeping those durations vague and prohibiting early rests. Generally, WotC's 4e adventure design was terrible. As in everything 4e and WotC, they got way better at it after it was too late. The first few Zeitgeist 4e adventures are damn near perfect showcases of what the edition's adventures should be like, IMO. Oh man, that one was really terrible. I really, really hated it and refused to run it. :) I kickstarted my own game with Bloodsand Arena from Free RPG Day followed by some Tomb adventure from Dungeon. This is a very internet thing to say. :angel: It is a harder process, yes. You can't just take a 1e adventure and put some orcs or bugbears in a dozen rooms and call it a day. (That is one reason Keep on the Shadowfell is such a terrible adventure to use for showcasing the edition. Hell, most of the HPE series - excepting H2 and P2 - are just plain terrible.) shoak1 will probably disagree with me, but I have found that 4e works best for me and my table with minimal filler fights. Almost every encounter should drive the story or adventure forward. Most published 4e adventures don't operate with this philosophy, and IMO they suffered greatly as a result. (Yes, you can also run 4e as a sandboxy game, but still with the same questions - Does this fight mean anything? Is it in an interesting spot with interesting opponents? What will be accomplished, win or lose? Or you can stick with it as a tactical resource game, and just go to town like shoak1 is doing and which I'm not.) [/QUOTE]
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