IanArgent
First Post
Reynard said:Assuming there is an element of exploration in a given adventure, where the PCs are uncertain as to what the day will bring and what they might face in the way of challenges, this is, IMO, perfectly acceptable. To assume a dungeon delve, the PCs are going into a uncertain terriroty with a limited amount of information in order to explore it, knowing full well they are likley to come across dangerous obstacles. being prudent just makes sense, given the uncertainty of the situation. Should the PCs happen to find a secure location to hole up and rest before they need to, it is time to make a decision: press on, hoping to be able to either find another such place or return to this one, or hole up and get back to full force before moving on even if they aren't down that many resources. The game is about such decisions, and this one in particular is the perfect kind of decision for an exploratory game.
3rd ed is explicitly balanced around the 4-encounters/adventuring day paradigm in character design. (That's not my opinion, that's the designers statements in the DMGs and other places). The problem with this is that the players do not always have enough information to make an informed decision as to whether it is appropriate to rest or not. And if they make an inappropriate decison, it's very hard on the DM to deal with. Either he has to handle the characters having more power available to them because they rested early, or not enough power available to them because they rested late. If ceratin classes were not balanced such that the vast majority of their power availability was dependent on a per-day discharge cycle, this would be a lot less fo a problem. As it is though, the current system can have such a huge mismatch in available power if rest periods are incorrectly timed that it can be very hard to recover from such a mistiming.
I see a lot of thinking on this thread that the DM is "against" the players; that the game is one between the DM and the players. I don't subscribe to that philosophy. I'm telling a story with the help (and sometimes interference) of the players; just as they are telling their own stories with the help of the other players and mine (and likewise interference). I am attempting to challenge the players, true. But IMHO, fun > realism; fun > mechanics. So give us fun mechanics.
If I want realism, I'll play ASL