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Spending time [Encounter pacing and Resting restrictions]
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<blockquote data-quote="clearstream" data-source="post: 7122610" data-attributes="member: 71699"><p>The idea is that bad stuff can be things other than wandering monsters. Let's say what we are talking about is <strong>threat level</strong>. Threat level increases over time. What we are concerned about is recovery of resources interfering with attrition, so let's aim threat squarely at rests. Here's a quick first take at some mechanics.</p><p><span style="color: #006400"></span></p><p><span style="color: #006400"><strong>Gaining Threat Dice</strong></span></p><p><span style="color: #006400">Threat dice are d6s. Add to the threat pool one die per short rest, or three dice per long rest.</span></p><p> <span style="color: #006400"></span></p><p><span style="color: #006400"><strong>Using Threat</strong></span></p><p><span style="color: #006400">The DM can roll threat dice any time by removing them from the pool. Each 1 rolled generates 1 threat point, which must be <em>immediately</em> spent on one of the following</span></p><p> <span style="color: #006400"></span></p><p><span style="color: #006400">· Add one hit dice to a foe’s HP</span></p><p><span style="color: #006400">· Give one foe inspiration; each foe can gain inspiration only once this way</span></p><p><span style="color: #006400">· Add foes to an encounter; points can be converted 1:1 into CR this way</span></p><p><span style="color: #006400">· Force a player to reroll one attack roll, saving throw or ability check and take the new roll</span></p><p> <span style="color: #006400"></span></p><p><span style="color: #006400"><strong>Clearing Threat</strong></span></p><p><span style="color: #006400">Threat clears when players finish a dungeon, conclude an adventure, or reach a sanctuary.</span></p><p></p><p></p><p>As a player, I think I respond to this mechanic by balancing resource attrition against challenge escalation. That could lead to AP as players try to figure out whether regaining the Wizard's spells is going to be better than 3 more CR of foes. That is why it is better to use dice: so that the equation is not exact. Note that the DM can grab a couple of threat dice and roll them in the hope of imposing bad luck on a player, and then fail to generate the point they need for that. Hence the pressure to use the points immediately (to keep it fun). @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=12731" target="_blank">CapnZapp</a></u></strong></em> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=37579" target="_blank">Jester David</a></u></strong></em></p></blockquote><p></p>
[QUOTE="clearstream, post: 7122610, member: 71699"] The idea is that bad stuff can be things other than wandering monsters. Let's say what we are talking about is [B]threat level[/B]. Threat level increases over time. What we are concerned about is recovery of resources interfering with attrition, so let's aim threat squarely at rests. Here's a quick first take at some mechanics. [COLOR=#006400] [B]Gaining Threat Dice[/B] Threat dice are d6s. Add to the threat pool one die per short rest, or three dice per long rest. [B]Using Threat[/B] The DM can roll threat dice any time by removing them from the pool. Each 1 rolled generates 1 threat point, which must be [I]immediately[/I] spent on one of the following · Add one hit dice to a foe’s HP · Give one foe inspiration; each foe can gain inspiration only once this way · Add foes to an encounter; points can be converted 1:1 into CR this way · Force a player to reroll one attack roll, saving throw or ability check and take the new roll [B]Clearing Threat[/B] Threat clears when players finish a dungeon, conclude an adventure, or reach a sanctuary.[/COLOR] As a player, I think I respond to this mechanic by balancing resource attrition against challenge escalation. That could lead to AP as players try to figure out whether regaining the Wizard's spells is going to be better than 3 more CR of foes. That is why it is better to use dice: so that the equation is not exact. Note that the DM can grab a couple of threat dice and roll them in the hope of imposing bad luck on a player, and then fail to generate the point they need for that. Hence the pressure to use the points immediately (to keep it fun). @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=12731"]CapnZapp[/URL][/U][/B][/I] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=37579"]Jester David[/URL][/U][/B][/I] [/QUOTE]
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