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Resting in the dungeon
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<blockquote data-quote="Andre" data-source="post: 1973661" data-attributes="member: 25930"><p>Some good ideas posted above. My two cents' worth: the problem isn't that the players are resting a lot - it's that they're able to do so without consequences.</p><p></p><p>I always encourage the players to use good tactics, which includes knowing when to back off and rest. If the problem is that they are blowing through all their resources in a couple encounters, then resting at will - well, that's a sign that the opposition isn't using good tactics. Tabletop rpg's differ from computer rpg's in large part because a GM can always run the villains more intelligently than a computer can. </p><p></p><p>One idea: try having an npc group ambush the party at various times (not just at night). The npc's attack by surprise, fling a couple good spells, then retreat. The npc's then rest and come back later full up. See what the party does in response - maybe they'll track down the npc's, or capture one of them, or some other tactic. Whatever they do, remember the tactic and have your npc's begin using it when the PC's pull their standard encounter-encounter-rest strategy. </p><p></p><p>One caveat: make sure the players understand that you, as GM, will never try to kill their characters - but the npc's will. This isn't about GM vs. players. It's about running the npc's properly (which means some will be idiots, some will be brilliant) and forcing the players to challenge themselves to succeed.</p></blockquote><p></p>
[QUOTE="Andre, post: 1973661, member: 25930"] Some good ideas posted above. My two cents' worth: the problem isn't that the players are resting a lot - it's that they're able to do so without consequences. I always encourage the players to use good tactics, which includes knowing when to back off and rest. If the problem is that they are blowing through all their resources in a couple encounters, then resting at will - well, that's a sign that the opposition isn't using good tactics. Tabletop rpg's differ from computer rpg's in large part because a GM can always run the villains more intelligently than a computer can. One idea: try having an npc group ambush the party at various times (not just at night). The npc's attack by surprise, fling a couple good spells, then retreat. The npc's then rest and come back later full up. See what the party does in response - maybe they'll track down the npc's, or capture one of them, or some other tactic. Whatever they do, remember the tactic and have your npc's begin using it when the PC's pull their standard encounter-encounter-rest strategy. One caveat: make sure the players understand that you, as GM, will never try to kill their characters - but the npc's will. This isn't about GM vs. players. It's about running the npc's properly (which means some will be idiots, some will be brilliant) and forcing the players to challenge themselves to succeed. [/QUOTE]
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