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So I ran a 6-8 encounter day...
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<blockquote data-quote="smbakeresq" data-source="post: 7467757" data-attributes="member: 28301"><p>That's exactly what I was discussing. The party should never know, but in todays game they have been "trained" that it will be 1-3 encounters then a chance to get their resources back. When you push them past that you can literally see concern on their faces.</p><p></p><p>As far as your situation, your cleric using that spell then conserved resources for the rest of the party for later, which is a good thing. It also means that in later encounters someone else has to pull the load, which gives each PC a chance to shine. You are going to have to spend resources every encounter to overcome it, who spends what resource in which encounter is the decision that groups and PCs have to make. The group should discuss this right at the table, between encounters or even during them. </p><p></p><p>This also highlights proper group composition. While each player should be allowed to play any type of PC he wants, each player should also be aware of the group dynamic as they build their PC to build an effective group. When I get a chance to play, I always pick what PC I will play last, so I can build around the group needs. Being the "glue" PC also means you are in general less important in each individual encounter but more active on all encounter on the day. </p><p></p><p></p><p>As a side note, when I do this I also build PC that has different equipment needs then other PC so their is no competition for magic items.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7467757, member: 28301"] That's exactly what I was discussing. The party should never know, but in todays game they have been "trained" that it will be 1-3 encounters then a chance to get their resources back. When you push them past that you can literally see concern on their faces. As far as your situation, your cleric using that spell then conserved resources for the rest of the party for later, which is a good thing. It also means that in later encounters someone else has to pull the load, which gives each PC a chance to shine. You are going to have to spend resources every encounter to overcome it, who spends what resource in which encounter is the decision that groups and PCs have to make. The group should discuss this right at the table, between encounters or even during them. This also highlights proper group composition. While each player should be allowed to play any type of PC he wants, each player should also be aware of the group dynamic as they build their PC to build an effective group. When I get a chance to play, I always pick what PC I will play last, so I can build around the group needs. Being the "glue" PC also means you are in general less important in each individual encounter but more active on all encounter on the day. As a side note, when I do this I also build PC that has different equipment needs then other PC so their is no competition for magic items. [/QUOTE]
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So I ran a 6-8 encounter day...
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