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Why Changes were made in 4e
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<blockquote data-quote="Raven Crowking" data-source="post: 4937184" data-attributes="member: 18280"><p>A few notes:</p><p></p><p>1. You could always take a page from the classic modules. Poison gas that slowly disables you while you try to find a way out of the ruins. The Ghost Tower of Inverness appears for only one night -- you need to do all you are going to do by dawn.</p><p></p><p>2. Less fantastically, the world continues to move while you nap. In one KotB game, when the PCs withdrew to rest, the orcs evacuated their caves, taking their treasures with them. Perhaps while you are hiding/napping, a rival adventuring group defeats the final foe (since you paved the way) and lays claim to the goods. Better yet, the monsters may get reinforcements, lay traps, cast spells, etc., so that the fight becomes a lot tougher.</p><p></p><p>Basically, if the PCs nova everything in their path, then rest, the remainder simply vanish, taking their loot with them. After all, it is obvious how powerful the PCs are. If the PCs seem beatable, but are reliant on magic in repeated encounters, the opponents will negate that magic if they can.</p><p></p><p>Resting gives the monsters a chance to learn from their defeats, and take appropriate actions.</p><p></p><p>3. "Real Life". If one PC has to make it to his sister's wedding, that's going to affect how long he wants to spend resting in a dank pit. Keeping a calendar, and allowing events to happen while the PCs are away -- events that the PCs might want to engage in -- prevents too much time-wasting during adventures.</p><p></p><p>4. Wandering Monsters. Leaving enough oomph for one encounter won't help you if, over the course of 8 hours, you have six encounters. Stop to rest only where you are secure.</p><p></p><p>5. Rest Isn't Bad Per Se. There is nothing wrong with resting from time to time. But part of the fun of the game is weighing the benefits of resting against the costs. Getting caught in the "nova-15" cycle removes this fun. If you find yourself caught in "nova-15" it is because the DM failed to provide sufficient costs to resting, making the benefits automatically outweigh all other considerations.</p><p></p><p>PCs nova when they expect to be able to rest. Don't make resting into something that can be taken for granted, and you get far less nova-ing, and, consequently, adventuring days that last more than 15 minutes.</p><p></p><p>(Note that some PCs may die in order to aid their players in learning valuable lessons about not spending it all in one place.)</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4937184, member: 18280"] A few notes: 1. You could always take a page from the classic modules. Poison gas that slowly disables you while you try to find a way out of the ruins. The Ghost Tower of Inverness appears for only one night -- you need to do all you are going to do by dawn. 2. Less fantastically, the world continues to move while you nap. In one KotB game, when the PCs withdrew to rest, the orcs evacuated their caves, taking their treasures with them. Perhaps while you are hiding/napping, a rival adventuring group defeats the final foe (since you paved the way) and lays claim to the goods. Better yet, the monsters may get reinforcements, lay traps, cast spells, etc., so that the fight becomes a lot tougher. Basically, if the PCs nova everything in their path, then rest, the remainder simply vanish, taking their loot with them. After all, it is obvious how powerful the PCs are. If the PCs seem beatable, but are reliant on magic in repeated encounters, the opponents will negate that magic if they can. Resting gives the monsters a chance to learn from their defeats, and take appropriate actions. 3. "Real Life". If one PC has to make it to his sister's wedding, that's going to affect how long he wants to spend resting in a dank pit. Keeping a calendar, and allowing events to happen while the PCs are away -- events that the PCs might want to engage in -- prevents too much time-wasting during adventures. 4. Wandering Monsters. Leaving enough oomph for one encounter won't help you if, over the course of 8 hours, you have six encounters. Stop to rest only where you are secure. 5. Rest Isn't Bad Per Se. There is nothing wrong with resting from time to time. But part of the fun of the game is weighing the benefits of resting against the costs. Getting caught in the "nova-15" cycle removes this fun. If you find yourself caught in "nova-15" it is because the DM failed to provide sufficient costs to resting, making the benefits automatically outweigh all other considerations. PCs nova when they expect to be able to rest. Don't make resting into something that can be taken for granted, and you get far less nova-ing, and, consequently, adventuring days that last more than 15 minutes. (Note that some PCs may die in order to aid their players in learning valuable lessons about not spending it all in one place.) RC [/QUOTE]
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