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Stopping the "extended rest after every encounter"
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<blockquote data-quote="Goblyns Hoard" data-source="post: 4352132" data-attributes="member: 19970"><p>Fair enough - if you think it's necessary then go ahead I'm not stopping you... but I'm still not going to promote it. The separation of daily and encounter powers clearly sets up the idea that there should be multiple encounters per day - otherwise there is no need to distinguish between them. If you want to step away from that feel free. Infocynic obviously wasn't happy with the style his/her (sorry Infocynic - not spotted any gender clues yet) players had adopted and wanted to find a way around it. Rather than complicate things by adding new rules I feel the existing system provides suitable methods, and having to add another carrot to the system because the players are 'abusing' (my opinion) it strikes me as unnecessary. There are already plenty of tools to encourage players away from resting after each encounter, I'm advocating their use over putting in additional rules to pander to them. And yes I will continue to use the word pander - these players (again my opinion) are not looking to be creative with the system - they're looking to 'win' by optimising their strategy and making sure they have maximum resources for every fight. </p><p></p><p></p><p></p><p>Do you DM much? I DM 95% of the time in my group. I'm not moaning about it, I actually prefer it to playing a lot of the time. But I also know that I put in <strong>significantly</strong> more work in terms of prep time. If my players were to adopt a style of game I wasn't enjoying then why on earth should I put in all that work for their enjoyment alone. You're right - the game is there for the enjoyment of all, but I truly doubt that Infocynic's players are NOT enjoying themselves at the moment. I'm not proposing killing the players characters straight off - I'm proposing challenging them on the situation - either IC or OOC. They're playing the safe game to win it. Some of the BEST games I've ever played are the ones when the characters were up against the wall, people dropping all around, getting through by the skin of your teeth. These guys will never see that. Do you truly feel that by challenging them they really aren't going to have any fun?</p><p></p><p></p><p></p><p></p><p>Not necessarily</p><p></p><p></p><p></p><p>Yes possibly, but the existing system has mechanisms for promoting the 'preferred play style' and I REALLY don't think adding more rules increases the fun.</p><p></p><p></p><p></p><p>I disagree COMPLETELY. A mechanical solution adds to the RULES, and provides another system for players to try and optimise/exploit and for the DM to deal with. <strong>A social system means that your communicating and improving the group dynamic</strong>. Sometimes yes that might mean that you have to sacrifice a bit of your fun for someone else to increase their fun. Life is all about compromise, and if Infocynic's players can't or won't see that, well I'm not sure what - but it's at that point that he/she has to make the decision about whether or not to continue the game.</p><p></p><p>Absolutely there are a whole bunch of steps and solutions and I'm not stopping anyone from adopting them. What I'm saying is that used correctly the system already provides those tools and doesn't need any new rules to achieve the desired effect - the desired effect being everyone getting to enjoy the game as much as possible in the confines of their group.</p></blockquote><p></p>
[QUOTE="Goblyns Hoard, post: 4352132, member: 19970"] Fair enough - if you think it's necessary then go ahead I'm not stopping you... but I'm still not going to promote it. The separation of daily and encounter powers clearly sets up the idea that there should be multiple encounters per day - otherwise there is no need to distinguish between them. If you want to step away from that feel free. Infocynic obviously wasn't happy with the style his/her (sorry Infocynic - not spotted any gender clues yet) players had adopted and wanted to find a way around it. Rather than complicate things by adding new rules I feel the existing system provides suitable methods, and having to add another carrot to the system because the players are 'abusing' (my opinion) it strikes me as unnecessary. There are already plenty of tools to encourage players away from resting after each encounter, I'm advocating their use over putting in additional rules to pander to them. And yes I will continue to use the word pander - these players (again my opinion) are not looking to be creative with the system - they're looking to 'win' by optimising their strategy and making sure they have maximum resources for every fight. Do you DM much? I DM 95% of the time in my group. I'm not moaning about it, I actually prefer it to playing a lot of the time. But I also know that I put in [B]significantly[/B] more work in terms of prep time. If my players were to adopt a style of game I wasn't enjoying then why on earth should I put in all that work for their enjoyment alone. You're right - the game is there for the enjoyment of all, but I truly doubt that Infocynic's players are NOT enjoying themselves at the moment. I'm not proposing killing the players characters straight off - I'm proposing challenging them on the situation - either IC or OOC. They're playing the safe game to win it. Some of the BEST games I've ever played are the ones when the characters were up against the wall, people dropping all around, getting through by the skin of your teeth. These guys will never see that. Do you truly feel that by challenging them they really aren't going to have any fun? Not necessarily Yes possibly, but the existing system has mechanisms for promoting the 'preferred play style' and I REALLY don't think adding more rules increases the fun. I disagree COMPLETELY. A mechanical solution adds to the RULES, and provides another system for players to try and optimise/exploit and for the DM to deal with. [B]A social system means that your communicating and improving the group dynamic[/B]. Sometimes yes that might mean that you have to sacrifice a bit of your fun for someone else to increase their fun. Life is all about compromise, and if Infocynic's players can't or won't see that, well I'm not sure what - but it's at that point that he/she has to make the decision about whether or not to continue the game. Absolutely there are a whole bunch of steps and solutions and I'm not stopping anyone from adopting them. What I'm saying is that used correctly the system already provides those tools and doesn't need any new rules to achieve the desired effect - the desired effect being everyone getting to enjoy the game as much as possible in the confines of their group. [/QUOTE]
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Stopping the "extended rest after every encounter"
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