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<blockquote data-quote="gizmo33" data-source="post: 3768115" data-attributes="member: 30001"><p>I didn't mean to suggest this if I did. I don't actually DM like this. I don't do anything in order to keep my players from doing anything. I run the adventure according to whatever seems logical to me (I know that's pretty general.) </p><p></p><p>For example - say the PCs are invading a fortress complex. There are probably pretty few EL=APL encounters in the fortress or else such a mission would be evaluated as being very dangerous. The way I design it, it's probably a bunch of mooks, individual encounters of below average, and then a BBEG type encounter of APL or higher. Part of my planning for the fortress is to give some thought to what happens if PCs camp in the area.</p><p></p><p>What I'm arguing for is that camping is not a situation of auto-recharge the way Wyatt seems to treat it in the blog entry. </p><p></p><p></p><p></p><p>Well ridiculous according to who? Fight a wild boar with a sharp stick and see if you feel like running a marathon next in the same day. Granted, these are heroic types but more than four encounters a day might be the ridiculous thing. </p><p></p><p></p><p></p><p>No significant change?! If they successfully rest then they get their hitpoints back. If they fail, then they retreat - losing more time from the mission or they die. Even retreating and losing a day would be a significant change in the parties circumstances - it would give the bad guys time to regroup and plan defenses for example. </p><p></p><p>These other outcomes are easy for me to think of because these are actually real results for the kind of game that I run. You're trying to suggest to me that this method of playing results in TPKs - you would think I would know that. In few cases is does resting result in no significant change besides healing etc., and even in those cases the fact that there has been no significant change is not something that's readily apparent to the PCs because they're in unfamiliar territory. They don't know that they weren't spotted the night before and that something nasty isn't waiting for them as a result. </p><p></p><p>Because of the day-long time frame involved, the possibilities are much more varied and plausible than the relatively short list of things that can transpire in the 60 seconds until all abilities are refreshed.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3768115, member: 30001"] I didn't mean to suggest this if I did. I don't actually DM like this. I don't do anything in order to keep my players from doing anything. I run the adventure according to whatever seems logical to me (I know that's pretty general.) For example - say the PCs are invading a fortress complex. There are probably pretty few EL=APL encounters in the fortress or else such a mission would be evaluated as being very dangerous. The way I design it, it's probably a bunch of mooks, individual encounters of below average, and then a BBEG type encounter of APL or higher. Part of my planning for the fortress is to give some thought to what happens if PCs camp in the area. What I'm arguing for is that camping is not a situation of auto-recharge the way Wyatt seems to treat it in the blog entry. Well ridiculous according to who? Fight a wild boar with a sharp stick and see if you feel like running a marathon next in the same day. Granted, these are heroic types but more than four encounters a day might be the ridiculous thing. No significant change?! If they successfully rest then they get their hitpoints back. If they fail, then they retreat - losing more time from the mission or they die. Even retreating and losing a day would be a significant change in the parties circumstances - it would give the bad guys time to regroup and plan defenses for example. These other outcomes are easy for me to think of because these are actually real results for the kind of game that I run. You're trying to suggest to me that this method of playing results in TPKs - you would think I would know that. In few cases is does resting result in no significant change besides healing etc., and even in those cases the fact that there has been no significant change is not something that's readily apparent to the PCs because they're in unfamiliar territory. They don't know that they weren't spotted the night before and that something nasty isn't waiting for them as a result. Because of the day-long time frame involved, the possibilities are much more varied and plausible than the relatively short list of things that can transpire in the 60 seconds until all abilities are refreshed. [/QUOTE]
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