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*TTRPGs General
This "resting at 9:05 AM" business
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<blockquote data-quote="Harmon" data-source="post: 3758240" data-attributes="member: 24357"><p>My experience so far in 3.x e is that we go until we run down to about 25% of our spells and then we flee to find a place to rest. Resources such as scrolls and wands are out of arcane spell casters pockets while healing scrolls and wands are party purchased, so it makes it difficult to purchase a CL7 wand of Magic Missiles at 12th lvl when you have a thousand gold in your pocket (not to mention replacing all those scrolls eaten up in the last big adventure).</p><p></p><p>We have had some interesting exhaust out out spells tails-</p><p>- TP through divination into a cave, then attack baddies inside and get our arses handed to us in three turns (everyone in single digits or dead). Retreat to the outside and heal up (using all our spells- not to mention the TP out cost us our TP back in spells).</p><p></p><p>- Adventure through hoping there would be a place to rest, fleeing and fighting, finally down to non combat spells for my wizard (our cleric is done- no scrolls). Everyone is still injured, the wizard has the most hp and Stone Skin up. He has to face three Large Red Dragons by himself! His rune staff allowed him to throw a Wall of Force up in front of one of the dragons that was chasing his people, causing him to crash head long into the wall- "hay, the fights over here!" Two NPCs (one former PC) stepped in and joined the fray, but my wizard was down to a hand full of hp.</p><p></p><p>the point is that sometimes there are good reasons for resting, and some times characters do wait to long (though I am sure Coyote6 will object that this is not the norm, but hay, I see my spell list and he doesn't <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ).</p></blockquote><p></p>
[QUOTE="Harmon, post: 3758240, member: 24357"] My experience so far in 3.x e is that we go until we run down to about 25% of our spells and then we flee to find a place to rest. Resources such as scrolls and wands are out of arcane spell casters pockets while healing scrolls and wands are party purchased, so it makes it difficult to purchase a CL7 wand of Magic Missiles at 12th lvl when you have a thousand gold in your pocket (not to mention replacing all those scrolls eaten up in the last big adventure). We have had some interesting exhaust out out spells tails- - TP through divination into a cave, then attack baddies inside and get our arses handed to us in three turns (everyone in single digits or dead). Retreat to the outside and heal up (using all our spells- not to mention the TP out cost us our TP back in spells). - Adventure through hoping there would be a place to rest, fleeing and fighting, finally down to non combat spells for my wizard (our cleric is done- no scrolls). Everyone is still injured, the wizard has the most hp and Stone Skin up. He has to face three Large Red Dragons by himself! His rune staff allowed him to throw a Wall of Force up in front of one of the dragons that was chasing his people, causing him to crash head long into the wall- "hay, the fights over here!" Two NPCs (one former PC) stepped in and joined the fray, but my wizard was down to a hand full of hp. the point is that sometimes there are good reasons for resting, and some times characters do wait to long (though I am sure Coyote6 will object that this is not the norm, but hay, I see my spell list and he doesn't :D ). [/QUOTE]
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