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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Hussar" data-source="post: 7183331" data-attributes="member: 22779"><p>It's not about waving the magic wand. It's about actually trying to resolve the issue. There are several solutions that have been proposed here and every single one of them gets waved off.</p><p></p><p>Solution 1 - Timed Adventures</p><p></p><p>Ok, I get that this one is problematic. It doesn't make sense that every adventure is on the clock. But, you can certainly have some adventure on the clock, no? So, for those adventures where it does make sense to have a countdown clock, the Elephant in the Room is no longer a problem. </p><p></p><p>So, right out of the chute, we've got a percentage of adventures where this isn't an issue.</p><p></p><p>Solution 2 - Extended Encounters</p><p></p><p>This one would solve a LOT of the issues. Break up those honking big single encounters into a few smaller ones. If you manage to have 3 encounters before any rests, the party is in for a serious kicking. It foils all the force multiplier/nova tactics that parties can have. And it's very easy to implement. Either take your fixed encounters and split them up during adventure design (easily enough done) and/or adjust your random encounter tables so that instead of the "one and only one" random encounter that occurs, you string 1-5 random encounters spread out with tens of minutes between them. Creating rationales for the encounters is generally pretty easy - Encounter 1 is random. Encounter 2 is attracted by the noise of Encounter 1. Encounter 3 is following the blood trail your party just left after cleaning its weapons and whatnot. So on and so forth.</p><p></p><p>There, poof, another percentage of issues resolved.</p><p></p><p>Solution 3 - New Mechanics</p><p></p><p>Likely this would be needed for fixed encounters. You'd need to drastically up the firepower of the critters. Probably to the point of adding Legendary to every single monster. That would largely solve most of the problems - the critters now get enough actions in the combat to be a major threat and Legendary Saves means they won't get shut down very easily.</p><p></p><p>There, there's 3 solutions that you could implement RIGHT NOW. None of them require a lot of work and they all in combination, resolve the issues.</p><p></p><p>So, I have to ask again, what's the actual problem here. The issue is brought up, solutions have been offered. Isn't that largely the end of the issue?</p></blockquote><p></p>
[QUOTE="Hussar, post: 7183331, member: 22779"] It's not about waving the magic wand. It's about actually trying to resolve the issue. There are several solutions that have been proposed here and every single one of them gets waved off. Solution 1 - Timed Adventures Ok, I get that this one is problematic. It doesn't make sense that every adventure is on the clock. But, you can certainly have some adventure on the clock, no? So, for those adventures where it does make sense to have a countdown clock, the Elephant in the Room is no longer a problem. So, right out of the chute, we've got a percentage of adventures where this isn't an issue. Solution 2 - Extended Encounters This one would solve a LOT of the issues. Break up those honking big single encounters into a few smaller ones. If you manage to have 3 encounters before any rests, the party is in for a serious kicking. It foils all the force multiplier/nova tactics that parties can have. And it's very easy to implement. Either take your fixed encounters and split them up during adventure design (easily enough done) and/or adjust your random encounter tables so that instead of the "one and only one" random encounter that occurs, you string 1-5 random encounters spread out with tens of minutes between them. Creating rationales for the encounters is generally pretty easy - Encounter 1 is random. Encounter 2 is attracted by the noise of Encounter 1. Encounter 3 is following the blood trail your party just left after cleaning its weapons and whatnot. So on and so forth. There, poof, another percentage of issues resolved. Solution 3 - New Mechanics Likely this would be needed for fixed encounters. You'd need to drastically up the firepower of the critters. Probably to the point of adding Legendary to every single monster. That would largely solve most of the problems - the critters now get enough actions in the combat to be a major threat and Legendary Saves means they won't get shut down very easily. There, there's 3 solutions that you could implement RIGHT NOW. None of them require a lot of work and they all in combination, resolve the issues. So, I have to ask again, what's the actual problem here. The issue is brought up, solutions have been offered. Isn't that largely the end of the issue? [/QUOTE]
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