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<blockquote data-quote="Rothe" data-source="post: 3758526" data-attributes="member: 39813"><p>I agree that the idea that it is needed is bunk. For certain play and adventure styles yes, per encounter works great.</p><p></p><p>Yeah, camping is not always an option and even if you retreat to a safe place to camp, don't expect the dungeon etc. to be as you left it. Momentum is important and most of our adventures rely on PCs using brains and all their stealth and info skills to get the drop on numerically superior and/or better placed enemies. So resource management is part of the game, which we love, but we also love other strategic games like Civilization (albeit a computer game). </p><p></p><p>The players always try to do the attaack rest if they can. I don't try to avoid it or encourage it. The adventures are designed in ways that make sense of the setting and the NPCs act in ways that make sense for their plans. So areas with organized intelligent monsters, you need to strike hard and not let up, coming back later will be hard. Areas of random non-intelligent monsters, sure you can attack-rest-repeat.</p><p></p><p>P.S. We also play a homebrew set-up that gives spell casters more choice, a spell point system that allows more weaker spells or the standard number of spells of normal power, and you memorize a group of spells ut can use any of them any number of times as long as you have the spell points. Spell casters are more flexible, less likely to feel useless, and have many ways to manage resources. Knowledge skills and intelligence gathering are also big in our games so the spell casters always have a role to play.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3758526, member: 39813"] I agree that the idea that it is needed is bunk. For certain play and adventure styles yes, per encounter works great. Yeah, camping is not always an option and even if you retreat to a safe place to camp, don't expect the dungeon etc. to be as you left it. Momentum is important and most of our adventures rely on PCs using brains and all their stealth and info skills to get the drop on numerically superior and/or better placed enemies. So resource management is part of the game, which we love, but we also love other strategic games like Civilization (albeit a computer game). The players always try to do the attaack rest if they can. I don't try to avoid it or encourage it. The adventures are designed in ways that make sense of the setting and the NPCs act in ways that make sense for their plans. So areas with organized intelligent monsters, you need to strike hard and not let up, coming back later will be hard. Areas of random non-intelligent monsters, sure you can attack-rest-repeat. P.S. We also play a homebrew set-up that gives spell casters more choice, a spell point system that allows more weaker spells or the standard number of spells of normal power, and you memorize a group of spells ut can use any of them any number of times as long as you have the spell points. Spell casters are more flexible, less likely to feel useless, and have many ways to manage resources. Knowledge skills and intelligence gathering are also big in our games so the spell casters always have a role to play. [/QUOTE]
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