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Why Changes were made in 4e
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4937918" data-attributes="member: 19675"><p>And the chorus sings on...</p><p></p><p></p><p></p><p>I like the "marathon" analogy. Well put.</p><p></p><p></p><p>As a rule, our groups rest only when <em>absolutely</em> needed AND when it was permitted by campaign circumstances. Sometimes, parties even had to flee foes we'd normally wipe out because they were running on empty. (Which, BTW, led to all kinds of interesting role-play scenarios.)</p><p></p><p>External pressure was exerted- as others have stated, things like time pressures, wandering monsters, no defensible campgrounds and intelligent foes who leave, reposition, reinforce or would otherwise adapt to our tactics ensured we couldn't camp at will. (If it helps, think of it like certain computer games in which you can only save your game at certain spots- if you die having completed 99% of the journey from Save Point A to Save Point B, you're respawning at Save Point A.)</p><p></p><p>For instance, when one party used a Rope Trick to evade foes and rest up- of course, they came out refreshed and recharged. It worked just as well the second and third times. The fourth time, however, while the party was resting, the space had been surrounded by a cylindrical wall of force (terminating at the ceiling and the floor), which was then filled with water by an opposing mage.</p><p></p><p>It was almost a TPK- the party survived because the rogue used the (unconscious) wizard's Rod of Cancellation...which he had to <em>find</em> first...and the opposing mage making the classic Bond villain mistake of assuming his deathtrap had worked.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4937918, member: 19675"] And the chorus sings on... I like the "marathon" analogy. Well put. As a rule, our groups rest only when [I]absolutely[/I] needed AND when it was permitted by campaign circumstances. Sometimes, parties even had to flee foes we'd normally wipe out because they were running on empty. (Which, BTW, led to all kinds of interesting role-play scenarios.) External pressure was exerted- as others have stated, things like time pressures, wandering monsters, no defensible campgrounds and intelligent foes who leave, reposition, reinforce or would otherwise adapt to our tactics ensured we couldn't camp at will. (If it helps, think of it like certain computer games in which you can only save your game at certain spots- if you die having completed 99% of the journey from Save Point A to Save Point B, you're respawning at Save Point A.) For instance, when one party used a Rope Trick to evade foes and rest up- of course, they came out refreshed and recharged. It worked just as well the second and third times. The fourth time, however, while the party was resting, the space had been surrounded by a cylindrical wall of force (terminating at the ceiling and the floor), which was then filled with water by an opposing mage. It was almost a TPK- the party survived because the rogue used the (unconscious) wizard's Rod of Cancellation...which he had to [I]find[/I] first...and the opposing mage making the classic Bond villain mistake of assuming his deathtrap had worked. [/QUOTE]
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