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The 15 min. adventuring day... does 4e solve it?
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<blockquote data-quote="Celtavian" data-source="post: 4399958" data-attributes="member: 5834"><p>This is exactly why I designed the majority of my own encounters. It always seemed to me the module designers didn't have a clue how the players were playing.</p><p></p><p>I always ensured my high level enemies either had a spell caster available, were a spellcaster, or were just too tough and smart to be done in by a port in and nova. That means preventing them from scrying, having a means of blocking teleport, and dealing with the high level tactics of characters.</p><p></p><p>It was just too much for me to think a Balor or ancient lich wasn't smart enough to deal with some simplistic tactics used by the party. So I made sure I had calculated for the spells the party had access to. </p><p></p><p>So I never much dealt with the above unless we had no choice. When we fought a demon army, the teleport and nova thing was expected. They had no choice but to do small strikes getting in and getting out. If they stayed too long, too many demons would descend on them. If they didn't stay long enough, the monsters were too tough to kill quickly and they would fail at their goal of piece mealing the demons.</p><p></p><p>Then the leaders of the demon army sent an assassination squad after us of half-fiends and mercenary evil adventurers. That was a harrowing time. </p><p></p><p>We just never played the above way. I can't recall us ever running a short adventuring day. </p><p></p><p></p><p><em>call it a day when the major spellcasters are out of their high-level spells or when buff spells expire</em></p><p></p><p>This has never happened in the course of one day. The only person I ever saw this happen to was a wizard player that liked to nuke rather than sit on his power and let the melees do the majority of the work.</p><p></p><p>When I play a wizard, I don't cast a spell for the majority of encounters. I relax in the back watching the fight maybe using my wand on occasion if I get board. My magic was for times when it was needed. I don't believe in overusing magic when that overuse is overkill and wastes resources that could spend in important fights. The majority of the time the cleric and melees could do enough damage to deal with standard encounters throughout the dungeon. </p><p></p><p>So this is another DnDism I never dealt with. I never played that way. I kind of set tone for people playing wizards and casters. Blowing off spells willy nilly in easy encounters just because you're bored and want to do damage always seemed like an unwise way to play a wizard. The only encounters that usually required wizard power were BBEG encounters or domino encounters (encounters where attacking a particularly guard post or lair entrance set into effect a long series of encounters which leads to the BBEG).</p></blockquote><p></p>
[QUOTE="Celtavian, post: 4399958, member: 5834"] This is exactly why I designed the majority of my own encounters. It always seemed to me the module designers didn't have a clue how the players were playing. I always ensured my high level enemies either had a spell caster available, were a spellcaster, or were just too tough and smart to be done in by a port in and nova. That means preventing them from scrying, having a means of blocking teleport, and dealing with the high level tactics of characters. It was just too much for me to think a Balor or ancient lich wasn't smart enough to deal with some simplistic tactics used by the party. So I made sure I had calculated for the spells the party had access to. So I never much dealt with the above unless we had no choice. When we fought a demon army, the teleport and nova thing was expected. They had no choice but to do small strikes getting in and getting out. If they stayed too long, too many demons would descend on them. If they didn't stay long enough, the monsters were too tough to kill quickly and they would fail at their goal of piece mealing the demons. Then the leaders of the demon army sent an assassination squad after us of half-fiends and mercenary evil adventurers. That was a harrowing time. We just never played the above way. I can't recall us ever running a short adventuring day. [i]call it a day when the major spellcasters are out of their high-level spells or when buff spells expire[/i] This has never happened in the course of one day. The only person I ever saw this happen to was a wizard player that liked to nuke rather than sit on his power and let the melees do the majority of the work. When I play a wizard, I don't cast a spell for the majority of encounters. I relax in the back watching the fight maybe using my wand on occasion if I get board. My magic was for times when it was needed. I don't believe in overusing magic when that overuse is overkill and wastes resources that could spend in important fights. The majority of the time the cleric and melees could do enough damage to deal with standard encounters throughout the dungeon. So this is another DnDism I never dealt with. I never played that way. I kind of set tone for people playing wizards and casters. Blowing off spells willy nilly in easy encounters just because you're bored and want to do damage always seemed like an unwise way to play a wizard. The only encounters that usually required wizard power were BBEG encounters or domino encounters (encounters where attacking a particularly guard post or lair entrance set into effect a long series of encounters which leads to the BBEG). [/QUOTE]
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