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#1 |
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Join Date: Jul 2018
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This is something that's always troubled me. If you're running a dungeon or third-party programmed adventure or whatever, do you let wizards recover their ST from spells cast between "rooms" or scenes or whatever?
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#2 |
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Join Date: Nov 2010
Location: Arizona
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Depends on the flow of the game. If they're running for their lives, obviously not; if they have an opportunity to take a break, why not? (Though I have to tell you that my group long ago decided that it took an hour to recover a fatigue point, not 15 minutes.)
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#3 |
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Join Date: Dec 2017
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I believe this issue is covered with a specific rule in Death Test, and perhaps the other pre programmed adventures. My recollection is that you are allowed 15 minutes or so of rest between rooms. When running an adventure with a GM, it is naturally up to the players as to when and where their characters rest.
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#4 | |
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Banned
Join Date: Mar 2018
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Quote:
The original Death Test came out in 1979 *before* we had any recovery rules when down in the Labyrinth; so you will not find it addressed in the original Death Test; but rather in Death Test 2. In short: A wizard may rest in each room for 15 minutes to regain 1 ST lost to spell-casting *only* - and only in an empty room (cleared of enemies). Hope that's what you were looking for. JK Last edited by Jim Kane; 07-24-2018 at 09:48 PM. Reason: Typo |
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#5 | |
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Join Date: Jan 2018
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Quote:
I usually allow any rest (players are always free to decide), but at the same time I have a strict schedule for the planned events that happens during the adventure. Usually things worsen if the players spend too time "between rooms" and random encounters are always a possibility. Tipically when the party decide to stay and rest - for example - 1 hour, I allow this saying: "well,please leader, roll a die. If you roll 5 or 6 then something bad for you happens...". If they make the roll actually one of the many possible bad events decided in advance triggers. It could be an immediate encounter or also an improvement of the "enemies" elsewhere in the dungeon, or a decrement of their treasures for same reason ( the enemy boss moved away a chest of coins?) or finally an event that happens in town and the players will discover when they came back and somehow connected with players absence. if the players keep to spend time or moves and explores at super slow rate, then I call for further rolls at, for example, 4,5,6. It's important that players percieves that when time passes things happens. So they are motivated to keep things in movement. |
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#6 |
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Join Date: Nov 2010
Location: Arizona
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That's a really good system, ecz. I do things somewhat similar, but I usually don't go beyond the immediate environment of the dungeon for those "bad things" to happen. Time to do some re-thinking on how I run the overall world versus the immediate consequences! ;-)
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#7 | |
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Join Date: May 2015
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Quote:
* In Death Test, the hosts have a rule about how much resting time is allowed. * In some other structured non-campaign adventures, there may be plenty of opportunity to rest between situations. * In a campaign labyrinth, I run a whole game situation at a larger scale than combat, as suggested by In The Labyrinth and Tollenkar's Lair. I keep track of who/what is nearby, where they are and what they're doing, which changes appropriately over time. In The Labyrinth describes in some detail how much noise different activities take in terms of how far it can be heard, including reduction by intervening doors and so on. So if they've just had a battle and think there might be other threats nearby, they may want to consider moving someplace less likely to be investigated before they spend a lot of time resting. Though they may also want to treat wounds first, which also takes time and can overlap with wizards resting. If they can spare people for it, they may also want to have scouts stealthily venture forward to they can hear anyone approaching where people are resting. Since threats are moving in the same time, they will have interesting choices to make and the whole labyrinth situation becomes far more than a series of static pre-scripted room situations. * in a situation where nothing is nearby that would disturb rest, then they can rest as much as they want, though I'm still tracking time of day because they'll want to sleep and eat at some point, and the situation may eventually change. |
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