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This "resting at 9:05 AM" business
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<blockquote data-quote="Ourph" data-source="post: 3759231" data-attributes="member: 20239"><p>I don't like it, but it happens in just about every game of D&D I've run/played. Yes, the DM can come up with all kinds of nasty trickses to hit the PCs when they are low on spellcaster resources but that just makes the players adapt their tactics. Players are pretty ingenious about keeping their characters safe. At the very least, a DM who starts throwing lots of random encounters at the party on the way back to their "safe house" can expect the players to start packing it in earlier in the day and conserving some resources for the trip back to camp. That just exacerbates the problem.</p><p></p><p>It's not so much that I care about how much time each day the PCs use up adventuring. It really comes down to two things. First, if the PCs take on a dungeon one encounter at the time, the dungeon inhabitants can (and should) make strategic changes to their environment in response to the PCs' attacks. The downside to this is that if the PCs are taking 14 or 15 expeditions to clear out a single dungeon level that means the DM has to restructure his dungeon 14 or 15 times. That's just a lot of extra (and IMO unnecessary) work. Second, playing the game this way means the PCs are nearly always at full strength when they take on encounters. This is great for the players (and unarguably smart tactics from the vantage point of the PCs), but many aspects of the game don't function well when this is the play paradigm. I think it's a tactic the designers didn't fully consider when developing the 3e rules.</p><p></p><p>Personally, the focus on per encounter abilities is one of the very few things I've heard about 4e that actually piques my interest. If the rules find some way to drain PC resources without having an all or none power curve for spellcasters (where the higher level casters are either super-powerful or complete duds), that would be a major step forward in design, IMHO.</p></blockquote><p></p>
[QUOTE="Ourph, post: 3759231, member: 20239"] I don't like it, but it happens in just about every game of D&D I've run/played. Yes, the DM can come up with all kinds of nasty trickses to hit the PCs when they are low on spellcaster resources but that just makes the players adapt their tactics. Players are pretty ingenious about keeping their characters safe. At the very least, a DM who starts throwing lots of random encounters at the party on the way back to their "safe house" can expect the players to start packing it in earlier in the day and conserving some resources for the trip back to camp. That just exacerbates the problem. It's not so much that I care about how much time each day the PCs use up adventuring. It really comes down to two things. First, if the PCs take on a dungeon one encounter at the time, the dungeon inhabitants can (and should) make strategic changes to their environment in response to the PCs' attacks. The downside to this is that if the PCs are taking 14 or 15 expeditions to clear out a single dungeon level that means the DM has to restructure his dungeon 14 or 15 times. That's just a lot of extra (and IMO unnecessary) work. Second, playing the game this way means the PCs are nearly always at full strength when they take on encounters. This is great for the players (and unarguably smart tactics from the vantage point of the PCs), but many aspects of the game don't function well when this is the play paradigm. I think it's a tactic the designers didn't fully consider when developing the 3e rules. Personally, the focus on per encounter abilities is one of the very few things I've heard about 4e that actually piques my interest. If the rules find some way to drain PC resources without having an all or none power curve for spellcasters (where the higher level casters are either super-powerful or complete duds), that would be a major step forward in design, IMHO. [/QUOTE]
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