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<blockquote data-quote="Remus Lupin" data-source="post: 5799942" data-attributes="member: 12760"><p>I see your point, but isn't the whole point of pacing that things don't AWAYS have to happen OMG-RIGHT NOW. Rather (and this is how I read Kingmaker), there are a few moments in any given set of adventures when it's necessary for the players to rush from event to event because timing is of the essence. So, for example, the Priest of Pelor tells you about the goblins, and you decide you'll head out tomorrow, because you want to prep the right spells. Most of the time, that won't matter much.</p><p></p><p>But next adventure, the Priest comes back to you and says, "Help! My daughter has been taken by the Orc King, who wants to sacrifice her to Grummush at the full moon, and that's TONIGHT! Furthermore, he's fortified in his stronghold in the mountains, which you must find, penetrate, and overcome in order to rescue her!"</p><p></p><p>Now in that situation, you've got a single adventuring day to do all of this, no time to rest and prep spells. Time is of the essence. In my group, it might take us a month's worth of sessions to play through that, but it's still the single adventuring day.</p><p></p><p>Next adventure out, the DM says, "OK, you've been busy lately, so you've got some down time. Nothing much happens over the next few weeks. How do you spend your time?" So, we craft magic items, stock up on provisions. Role play our budding romance with the saucy barmaid, etc.</p><p></p><p>Lather, rinse, repeat. While there may be occasions where the party meets a big encounter and blows all it's resources, requiring it to fall back on a 15 MAD, most of the time, you've got a mix of small encounters, big encounters, open ended encounters, exploration, and role play. This isn't modifying the rule system to overcome a flaw. This is the way the game is supposed to be played.</p><p></p><p>In my recent memory, the only time the party has need to fall back on anything resembling a 15 MAD strategy is when we were in for a TPK, needed to retreat and heal before we headed back in for round two. That may have been a bit artificial, but the problem wasn't wasting resources, but getting clobbered owing to our own bad strategy and bad luck. We theoretically had resources to spare, except for players and hit points.</p></blockquote><p></p>
[QUOTE="Remus Lupin, post: 5799942, member: 12760"] I see your point, but isn't the whole point of pacing that things don't AWAYS have to happen OMG-RIGHT NOW. Rather (and this is how I read Kingmaker), there are a few moments in any given set of adventures when it's necessary for the players to rush from event to event because timing is of the essence. So, for example, the Priest of Pelor tells you about the goblins, and you decide you'll head out tomorrow, because you want to prep the right spells. Most of the time, that won't matter much. But next adventure, the Priest comes back to you and says, "Help! My daughter has been taken by the Orc King, who wants to sacrifice her to Grummush at the full moon, and that's TONIGHT! Furthermore, he's fortified in his stronghold in the mountains, which you must find, penetrate, and overcome in order to rescue her!" Now in that situation, you've got a single adventuring day to do all of this, no time to rest and prep spells. Time is of the essence. In my group, it might take us a month's worth of sessions to play through that, but it's still the single adventuring day. Next adventure out, the DM says, "OK, you've been busy lately, so you've got some down time. Nothing much happens over the next few weeks. How do you spend your time?" So, we craft magic items, stock up on provisions. Role play our budding romance with the saucy barmaid, etc. Lather, rinse, repeat. While there may be occasions where the party meets a big encounter and blows all it's resources, requiring it to fall back on a 15 MAD, most of the time, you've got a mix of small encounters, big encounters, open ended encounters, exploration, and role play. This isn't modifying the rule system to overcome a flaw. This is the way the game is supposed to be played. In my recent memory, the only time the party has need to fall back on anything resembling a 15 MAD strategy is when we were in for a TPK, needed to retreat and heal before we headed back in for round two. That may have been a bit artificial, but the problem wasn't wasting resources, but getting clobbered owing to our own bad strategy and bad luck. We theoretically had resources to spare, except for players and hit points. [/QUOTE]
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