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Community
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*Dungeons & Dragons
Too Much Healing Going On?
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<blockquote data-quote="NotAYakk" data-source="post: 8036088" data-attributes="member: 72555"><p>Add more time pressure.</p><p></p><p>Chain encounters.</p><p></p><p>3 medium encounters with 6-18 seconds between them don't permit efficient out of combat healing.</p><p></p><p>The third one will be a medium ebcounter, but you'll enter with less than full HP.</p><p></p><p>Have a clock, with story consequences for each tick. On minute, hour and day scales.</p><p></p><p>Break things up into scenes, days and arcs.</p><p></p><p>Scenes have by the minute pressure.</p><p>Days have by the hour pressure.</p><p>Arcs have by the day pressure.</p><p></p><p>In each "piece", have a story elements that you, as the DM, get to do as the players waste minutes/hours/days. These don;t have to be "you lose", but "lich flees, taking most of her treasure" or "dragon burns a settlement", etc.</p><p></p><p>You can even make it mechanical. Each unit of time, you get a +1 on a roll. When they reach the point where they'd see which way it went, roll 1d20+used time, and on an X or higher the story consequence occurs.</p><p></p><p>Now throwing 3 giants at the players, when they just heal up afterwards, can be a victory; they wasted time.</p><p></p><p>When building adventures you can now exploit this feature, because players get to pick when they retreat, and they suffer bounded planned consequences. And if you draw a line between wasted time and those consequences, they may start pushing harder, and making fights tougher <em>for you</em>.</p><p></p><p>(This comes from dungeon world; the "consquences" akin to "DM noves" triggered by player failures. Here I'm saying wasting time is a failure.)</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8036088, member: 72555"] Add more time pressure. Chain encounters. 3 medium encounters with 6-18 seconds between them don't permit efficient out of combat healing. The third one will be a medium ebcounter, but you'll enter with less than full HP. Have a clock, with story consequences for each tick. On minute, hour and day scales. Break things up into scenes, days and arcs. Scenes have by the minute pressure. Days have by the hour pressure. Arcs have by the day pressure. In each "piece", have a story elements that you, as the DM, get to do as the players waste minutes/hours/days. These don;t have to be "you lose", but "lich flees, taking most of her treasure" or "dragon burns a settlement", etc. You can even make it mechanical. Each unit of time, you get a +1 on a roll. When they reach the point where they'd see which way it went, roll 1d20+used time, and on an X or higher the story consequence occurs. Now throwing 3 giants at the players, when they just heal up afterwards, can be a victory; they wasted time. When building adventures you can now exploit this feature, because players get to pick when they retreat, and they suffer bounded planned consequences. And if you draw a line between wasted time and those consequences, they may start pushing harder, and making fights tougher [I]for you[/I]. (This comes from dungeon world; the "consquences" akin to "DM noves" triggered by player failures. Here I'm saying wasting time is a failure.) [/QUOTE]
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