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This "resting at 9:05 AM" business
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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 3758580" data-attributes="member: 2047"><p>Honestly, I don't know how you avoid it in some situations, especially confined dungeons. I guess I'm just a incompetent DM, but it seems to me that:</p><ul> <li data-xf-list-type="ul">It takes 6 seconds to walk 60ft at normal speed (granted, this is usually lower since you're waiting for the full-plate-wearing fighter and searching, tracking, foraging, etc.).</li> <li data-xf-list-type="ul">Most combats last less than a minute.</li> <li data-xf-list-type="ul">The CR system is designed to allow for 4 at-CR encounters per day.</li> </ul><p>Unless your dungeon is freakin' huge, you'll roll through four encounters in pretty short order. It might not be 9:05, but very rarely (IME) does dungeon delving consume the entire day, even when there are other things to do in the dungeon than "kill stuff." I would argue that this holds true for a lot of encounter environments. It's even <strong>worse</strong> if the party manages to hit the hardest encounter in the area <strong>first</strong> and that can't always be blamed on "poor adventure design."</p><p></p><p>In my opinion, the worst thing about the 4 encounters and then rest model is the situation in which the party has been through 3-4 encounters at or below their CR and then WHAM, out walks the BBEG and mops the floor with them. It feels arbitrary, because the PCs often have no way of knowing what is coming up next. It kills fun. If they guess wrong and push on, they have a good chance of getting creamed. If they guess wrong and go rest, they're bored but safe. Most parties that I know take the second option if at all possible. On the flip side, one of my groups is 3 martial adepts, 1 warlock, and a beguiler. We've been through four combat filled sessions in a row and haven't slept yet.</p><p></p><p>But my biggest reason for supporting per encounter stuff has nothing to do with the rest at 9:05 "problem." I love it because it will always allow the wizard to blast stuff with magic (which he's good at) rather than spend half the combat plunking away with a crossbow (that he sucks at). That's the not-so-fun side of "resource management."</p><p></p><p>How many times have I heard: "Well...*sigh*....I guess I'll shoot him with my crossbow. Oh, look. I missed. Next."</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 3758580, member: 2047"] Honestly, I don't know how you avoid it in some situations, especially confined dungeons. I guess I'm just a incompetent DM, but it seems to me that: [list] [*]It takes 6 seconds to walk 60ft at normal speed (granted, this is usually lower since you're waiting for the full-plate-wearing fighter and searching, tracking, foraging, etc.). [*]Most combats last less than a minute. [*]The CR system is designed to allow for 4 at-CR encounters per day. [/list] Unless your dungeon is freakin' huge, you'll roll through four encounters in pretty short order. It might not be 9:05, but very rarely (IME) does dungeon delving consume the entire day, even when there are other things to do in the dungeon than "kill stuff." I would argue that this holds true for a lot of encounter environments. It's even [b]worse[/b] if the party manages to hit the hardest encounter in the area [b]first[/b] and that can't always be blamed on "poor adventure design." In my opinion, the worst thing about the 4 encounters and then rest model is the situation in which the party has been through 3-4 encounters at or below their CR and then WHAM, out walks the BBEG and mops the floor with them. It feels arbitrary, because the PCs often have no way of knowing what is coming up next. It kills fun. If they guess wrong and push on, they have a good chance of getting creamed. If they guess wrong and go rest, they're bored but safe. Most parties that I know take the second option if at all possible. On the flip side, one of my groups is 3 martial adepts, 1 warlock, and a beguiler. We've been through four combat filled sessions in a row and haven't slept yet. But my biggest reason for supporting per encounter stuff has nothing to do with the rest at 9:05 "problem." I love it because it will always allow the wizard to blast stuff with magic (which he's good at) rather than spend half the combat plunking away with a crossbow (that he sucks at). That's the not-so-fun side of "resource management." How many times have I heard: "Well...*sigh*....I guess I'll shoot him with my crossbow. Oh, look. I missed. Next." [/QUOTE]
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