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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="Dausuul" data-source="post: 5171381" data-attributes="member: 58197"><p>This has some interesting possibilities.</p><p></p><p>Here's one way of doing it: Say you have a Gothic-themed campaign, in which the powers of evil rise with the setting of the sun. Monsters in this setting are mostly quiescent during the day - they'll fight back if attacked, and might go after prey that walks right up to them, but they don't go out and actively do stuff. Night is when they come alive.</p><p></p><p>In such a setting, PCs in a "trouble spot" after sunset can expect to endure a siege of terror until dawn. Even if they quit the field during daylight, the monsters will either spend the night preparing traps and ambushes, or else leave the dungeon and hunt the PCs into the wilderness. So there's a major incentive to go in, do whatever you've got to do, and get out while the sun is in the sky.</p><p></p><p>You could appoint a party member as timekeeper, or do it yourself, and have set "time costs" for various activities (30 minutes to search a room of 16 squares or less, or 1 hour to search a larger one; 1 hour to cover a mile while staying alert for ambushes and danger signs; 1 hour to make or break camp; et cetera).</p><p></p><p>And, of course, the dungeon could contain traps and hazards that would have the effect of slowing the PCs down. Dump them into a lower level of the dungeon so it takes them longer to get out. Have traps inflict injuries designed not to kill the PCs but to make them waste time - poisons that reduce movement speed, hypnotic effects that target PCs' Will defense and make them stand entranced while the minutes and hours tick by.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5171381, member: 58197"] This has some interesting possibilities. Here's one way of doing it: Say you have a Gothic-themed campaign, in which the powers of evil rise with the setting of the sun. Monsters in this setting are mostly quiescent during the day - they'll fight back if attacked, and might go after prey that walks right up to them, but they don't go out and actively do stuff. Night is when they come alive. In such a setting, PCs in a "trouble spot" after sunset can expect to endure a siege of terror until dawn. Even if they quit the field during daylight, the monsters will either spend the night preparing traps and ambushes, or else leave the dungeon and hunt the PCs into the wilderness. So there's a major incentive to go in, do whatever you've got to do, and get out while the sun is in the sky. You could appoint a party member as timekeeper, or do it yourself, and have set "time costs" for various activities (30 minutes to search a room of 16 squares or less, or 1 hour to search a larger one; 1 hour to cover a mile while staying alert for ambushes and danger signs; 1 hour to make or break camp; et cetera). And, of course, the dungeon could contain traps and hazards that would have the effect of slowing the PCs down. Dump them into a lower level of the dungeon so it takes them longer to get out. Have traps inflict injuries designed not to kill the PCs but to make them waste time - poisons that reduce movement speed, hypnotic effects that target PCs' Will defense and make them stand entranced while the minutes and hours tick by. [/QUOTE]
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