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Resting in the dungeon
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<blockquote data-quote="Bryan898" data-source="post: 1973657" data-attributes="member: 9085"><p>IF they want to play it really safe by resting two to three times in the dungeon then the solution is simple. Make it so it's not safe to rest in the dungeon, even moreso then continuing. If the dungeon has any sort of intelligent inhabitants, they're likely to organize a counter-strike against the party. Start with a scout, or scouting party, doing a hit and run in the night. This should give the PC's a clue as to the danger, especially if the enemy runs for reinforcements. If they still don't move, use a full blown raiding party to attack their campsite. If they do move, have them hear loud noises in the area they were previously in, or catch a glimpse of the raiding party in the area. If they kill said raiding party and STILL camp there, make a full attack that is borderline TPK, if not a TPK. </p><p></p><p>Another very good option is to put a time limit on your dungeons. Perhaps they need to be back in town within the next few days. Maybe they need to find something in the dungeon before someone else, or maybe they're needed somewhere else. I did this to my Epic level group, they had two places they needed to be at almost the same time. They could have taken it easy and done one objective, then rested, but many people would have suffered in that case. So instead they did both, and by the end had no spells left, very little life, and few resources. It was one of the best sessions in the last few months. Your players might find the challenge and danger enjoyable.</p><p></p><p>However, I don't recommend doing this all the time. If they players want to play it safe every so often, I would let them. Also, if they instead get smart and decide to rest in well hidden areas (such as the secret room they found earlier, or in the spring loaded pit trap), I would advise to let them get away with it.</p></blockquote><p></p>
[QUOTE="Bryan898, post: 1973657, member: 9085"] IF they want to play it really safe by resting two to three times in the dungeon then the solution is simple. Make it so it's not safe to rest in the dungeon, even moreso then continuing. If the dungeon has any sort of intelligent inhabitants, they're likely to organize a counter-strike against the party. Start with a scout, or scouting party, doing a hit and run in the night. This should give the PC's a clue as to the danger, especially if the enemy runs for reinforcements. If they still don't move, use a full blown raiding party to attack their campsite. If they do move, have them hear loud noises in the area they were previously in, or catch a glimpse of the raiding party in the area. If they kill said raiding party and STILL camp there, make a full attack that is borderline TPK, if not a TPK. Another very good option is to put a time limit on your dungeons. Perhaps they need to be back in town within the next few days. Maybe they need to find something in the dungeon before someone else, or maybe they're needed somewhere else. I did this to my Epic level group, they had two places they needed to be at almost the same time. They could have taken it easy and done one objective, then rested, but many people would have suffered in that case. So instead they did both, and by the end had no spells left, very little life, and few resources. It was one of the best sessions in the last few months. Your players might find the challenge and danger enjoyable. However, I don't recommend doing this all the time. If they players want to play it safe every so often, I would let them. Also, if they instead get smart and decide to rest in well hidden areas (such as the secret room they found earlier, or in the spring loaded pit trap), I would advise to let them get away with it. [/QUOTE]
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