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<blockquote data-quote="Unwise" data-source="post: 5459864" data-attributes="member: 98008"><p>I am not familiar with the scenario, but if they got their butts kicked once, got saved, then got a warning not to continue, then did anyway, I would be sorely tempted to let the chips fall where they may.</p><p> </p><p>One of the faults of D&D module design is that you are often encouraged to play up the immenence of a threat, but the game mechanics and encounters penalise players for rushing ahead. Is there some 'ticking bomb' in this scenario that the players are feeling rushed towards? If so, you should not penalise them for rushing ahead without healing, after all, they are merely being in character and not meta-gaming.</p><p> </p><p>As an example, in Keep on the Shadowfell, the PCs knew that Kalarel was performing a ritual to summon Lord Orcus. They had no real way of knowing how far he was from completing it. As such, it made little sense for them to take a 5-10 minute break before charging in to stop him. They begun the combat with the majority of them bloodied. (As a GM I wanted them to rest, so that the next encounter would be balanced, but there was no way to encourage that without it feeling trite or breaking the 4th wall) I toned down the encounter, reflecting the fact that the enemies were taken off guard by the rushing advance of the PCs. Some of the enemies had not been summoned yet, or would arrive late.</p><p> </p><p>That being said, unless you feel you have done too good a job at rushing them, I say let the chips fall where they may. Remember, you have years of gaming left, being soft on them will only encourage more of this silliness in future games.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5459864, member: 98008"] I am not familiar with the scenario, but if they got their butts kicked once, got saved, then got a warning not to continue, then did anyway, I would be sorely tempted to let the chips fall where they may. One of the faults of D&D module design is that you are often encouraged to play up the immenence of a threat, but the game mechanics and encounters penalise players for rushing ahead. Is there some 'ticking bomb' in this scenario that the players are feeling rushed towards? If so, you should not penalise them for rushing ahead without healing, after all, they are merely being in character and not meta-gaming. As an example, in Keep on the Shadowfell, the PCs knew that Kalarel was performing a ritual to summon Lord Orcus. They had no real way of knowing how far he was from completing it. As such, it made little sense for them to take a 5-10 minute break before charging in to stop him. They begun the combat with the majority of them bloodied. (As a GM I wanted them to rest, so that the next encounter would be balanced, but there was no way to encourage that without it feeling trite or breaking the 4th wall) I toned down the encounter, reflecting the fact that the enemies were taken off guard by the rushing advance of the PCs. Some of the enemies had not been summoned yet, or would arrive late. That being said, unless you feel you have done too good a job at rushing them, I say let the chips fall where they may. Remember, you have years of gaming left, being soft on them will only encourage more of this silliness in future games. [/QUOTE]
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