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*TTRPGs General
the concept of time (dungeoncrawling)
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<blockquote data-quote="Woas" data-source="post: 3365877" data-attributes="member: 16317"><p>@ Loincloth of Armour</p><p>Oh definetly. Trying to fudge the time it takes to do things is something I do myself. Even for non-combat stuff. I try to fill in the time as much as possible. But still that either sometimes does not cut it: even with trying to fill out the time as much as possible, the party still will fly through 4 equal EL encounters in.. an hour or two instead of 15 minutes. But there is still 10 hours of daylight left in the day and they just woke up 2 hours ago. Or you get to a point where its just too much: trying to describe a combat that takes a half hour but still lets the characters use spells that only should have lasted a couple rounds can get a little far fetched.</p><p></p><p></p><p>@ T. Foster and Hussar</p><p>Both of your messages about dungeon ecology is right on and I agree 100%. If a party does 'kick in the door' of a dungeon and ends up retreating with some/most of the dungeon inhabitants still intact (assuming they are intellegent and working together) then the dungeon should be moved around and formed to reflect this when the characters come storming back in.</p><p>However the problem is, when you re-work the enemies in logical sense... setting up new ambush sites, more patrols/wandering monsters, reinforcements to fill in the ranks. In the end, doing that completely undermines the whole situation. The characters backed out of the dungeon because they were out of resources (spells, HP, ammo, etc.) to regroup and recharge. By reinforcing the dungeon denizens and doubling the wandering monster chance, the characters are going to get less far in the dungeon then they did the first time, since they will meet a stiffer resistance and thus more EL appropriate encounters faster and potentially result in a loop of wake up-four encounters after 20 minutes-rest.</p><p>Which isn't to say it is a bad thing outright. Actually in all reality, its a good thing if the characters and players can realize it. If they know that when they pull back out of the dungeon to rest, it will get reinforced and the enemy will be even stronger, it gives them more incentive to "push on" in the initial assualt to keep the momentum and general level of suprise. But still the fact remains that a party with a wizard down to his last <em>read magic</em> spell, cleric with a single <em>create water</em> and fighter with 3 hp left cannot press on. A party is like a steam locomotive train and when the fire runs out, the train stops moving and piling on more encounters/replacing the encounters already over come is like adding more steep hills to the train tracks.</p></blockquote><p></p>
[QUOTE="Woas, post: 3365877, member: 16317"] @ Loincloth of Armour Oh definetly. Trying to fudge the time it takes to do things is something I do myself. Even for non-combat stuff. I try to fill in the time as much as possible. But still that either sometimes does not cut it: even with trying to fill out the time as much as possible, the party still will fly through 4 equal EL encounters in.. an hour or two instead of 15 minutes. But there is still 10 hours of daylight left in the day and they just woke up 2 hours ago. Or you get to a point where its just too much: trying to describe a combat that takes a half hour but still lets the characters use spells that only should have lasted a couple rounds can get a little far fetched. @ T. Foster and Hussar Both of your messages about dungeon ecology is right on and I agree 100%. If a party does 'kick in the door' of a dungeon and ends up retreating with some/most of the dungeon inhabitants still intact (assuming they are intellegent and working together) then the dungeon should be moved around and formed to reflect this when the characters come storming back in. However the problem is, when you re-work the enemies in logical sense... setting up new ambush sites, more patrols/wandering monsters, reinforcements to fill in the ranks. In the end, doing that completely undermines the whole situation. The characters backed out of the dungeon because they were out of resources (spells, HP, ammo, etc.) to regroup and recharge. By reinforcing the dungeon denizens and doubling the wandering monster chance, the characters are going to get less far in the dungeon then they did the first time, since they will meet a stiffer resistance and thus more EL appropriate encounters faster and potentially result in a loop of wake up-four encounters after 20 minutes-rest. Which isn't to say it is a bad thing outright. Actually in all reality, its a good thing if the characters and players can realize it. If they know that when they pull back out of the dungeon to rest, it will get reinforced and the enemy will be even stronger, it gives them more incentive to "push on" in the initial assualt to keep the momentum and general level of suprise. But still the fact remains that a party with a wizard down to his last [I]read magic[/I] spell, cleric with a single [I]create water[/I] and fighter with 3 hp left cannot press on. A party is like a steam locomotive train and when the fire runs out, the train stops moving and piling on more encounters/replacing the encounters already over come is like adding more steep hills to the train tracks. [/QUOTE]
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