Quote:
Originally Posted by The Wyzard
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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They can try, but the amount recovered depends on how long they have to rest, and how much time they can rest for depends on where they are who/what else is there that might interrupt them, e.g.:
* 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.