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7 months ago  ::  Nov 18, 2012 - 3:30PM #1
Alan-Kellogg
Date Joined: Mar 17, 2010
Posts: 172
You know the scene, your players expend all their resources dealing with a minor difficulty, then spend the next 24 hours waiting to rest. Why? Because they've used all their stuff and fear to proceed with their goodies.

The party goes half a mile, slaughter some innocent (yeah, right) kobolds expending all they have, then have to spend a day at the spot waiting for powers and talents to regenerate.

Why does this happen?

You let them.

The world doesn't stop just because somebody need's a rest.

The next time your players pull the old 5 Minute Workday routine, let their characters rest up for about on hour, then introduce something, or someone, to ruin their day. You don't have to kill the characters, you can embarass the players. Being told to pay ransom to a band of scraggly (but prepared) kobolds because you're not prepared should teach your players valuable lessons on conserving resources.

Remember, it's a world they adventure through, not a game they have pieces in. Worlds aren't interested in them having a fair time, so it helps for them to be cautious, and always hold a card in reserve.
One dagger is a plot point. A thousand daggers is inventory.

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7 months ago  ::  Nov 18, 2012 - 3:43PM #2
TheeEnthusiast
Date Joined: Jul 13, 2012
Posts: 149
It is standard, if players decide to set up camp in a dangerous area with out setting up watches, precautions, for monsters or enemies to show up.
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7 months ago  ::  Nov 18, 2012 - 3:49PM #3
Alan-Kellogg
Date Joined: Mar 17, 2010
Posts: 172

Nov 18, 2012 -- 3:43PM, TheeEnthusiast wrote:

It is standard, if players decide to set up camp in a dangerous area with out setting up watches, precautions, for monsters or enemies to show up.




Not for everybody. Some moderators are of the opinion that it is their job to make the experience easy on people so folks will let them run sessions. Yes, there are people that shallow.

One dagger is a plot point. A thousand daggers is inventory.

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7 months ago  ::  Nov 18, 2012 - 5:16PM #4
CondorDMaDnD2ed
Date Joined: Oct 11, 2010
Posts: 171
Your opinions conflict with each other tons Alan, I will post about lazy players, I have a lot to say on the topic.
http://advanceddnd2edrevamp.proboards.com/
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7 months ago  ::  Nov 19, 2012 - 9:44AM #5
Rogue_Four
Date Joined: Aug 22, 2005
Posts: 105
The problem for the players is that there's no efficient way to deal with weaker threats while conserving their daily powers, without just grinding through them at a slower pace. Sure, for the in-game characters themselves, it's important to conserve their resources and use their swords and daggers whenever possible. But for the players, sitting there chipping away at HP with the same regular attacks and at-will spells gets boring really fast. It's trading real-life time for an in-game advantage. I would steer clear of promoting that kind of gameplay. 
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7 months ago  ::  Nov 19, 2012 - 10:40AM #6
SwampDog
Date Joined: Jan 2, 2011
Posts: 405
I tend to let the adventure dictate the frequency at which the players can rest.   If they are in a relatively safe area, it is likely they can rest often.   Other times, they might go through two entire game-nights without getting a chance.   Variety challenges the players and helps to keep them from falling into a routine rut.

That said, very rarely do I let my players pull off any (IMO) cheese tactics like the 5WMD.   If they try, I will harass the sh*t out of them.   They quickly get the message and things get back to a normal flow.   Honestly, I haven't had any players try that garbage in years.
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7 months ago  ::  Nov 19, 2012 - 10:55AM #7
nerraDetroK
Date Joined: Jul 17, 2010
Posts: 237

Nov 18, 2012 -- 3:49PM, Alan-Kellogg wrote:

Nov 18, 2012 -- 3:43PM, TheeEnthusiast wrote:

It is standard, if players decide to set up camp in a dangerous area with out setting up watches, precautions, for monsters or enemies to show up.




Not for everybody. Some moderators are of the opinion that it is their job to make the experience easy on people so folks will let them run sessions. Yes, there are people that shallow.


Although I'm sure there are DM's who go very easy on their players, I'm not aware of any in person or on these boards. 

What do you mean that there are folks that will "make the experience easy so folks will let them run sessions." 
Do you mean there are DM's who go easy on their players so that the DM can continue to run games?
Do you mean there are DM's who go easy on their players so the Players run the sessions instead of the DM?

Who are the shallow people?  Is it the DM?  Or are the players shallow?  Why is it shallow?

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7 months ago  ::  Nov 19, 2012 - 10:22PM #8
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726

Nov 19, 2012 -- 9:44AM, Rogue_Four wrote:

The problem for the players is that there's no efficient way to deal with weaker threats while conserving their daily powers, without just grinding through them at a slower pace. Sure, for the in-game characters themselves, it's important to conserve their resources and use their swords and daggers whenever possible. But for the players, sitting there chipping away at HP with the same regular attacks and at-will spells gets boring really fast. It's trading real-life time for an in-game advantage. I would steer clear of promoting that kind of gameplay. 




If they are chipping away at things with at-wills for basically any amount of time, please point them in the direction of Char-Op.

Currently working on making a Dex based defender.  Check it out here
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Need a few pre-generated characters for a one-shot you are running?  Want to get a baseline for what an effective build for a class you aren't familiar with?  Check out the Pregen thread here
If ever you are interested what it sounds like to be at my table check out my blog and podcast here
Also, I've recently done an episode on "Refluffing".  You can check that out here
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7 months ago  ::  Nov 20, 2012 - 5:56AM #9
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,446
The 5MWDs posts on the DDNext fora spread to here? Not a big surprise considering how virulent they are over there, springing up every week with litterally hundreds of posts in each threat within hours I would direct anybody interested in these discussion to those topics. They certainly show it is not nearly as simple as the OP makes it out to be.
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7 months ago  ::  Nov 21, 2012 - 11:46AM #10
twesterm
Date Joined: Nov 28, 2007
Posts: 140
If you want some other incentive, I've seen a few magic items that are decent at the start of the day but get really good if you save it for a milestone.  Find those items or make your own and then start giving those to the players.

You don't have to chastise or embaress the players and the players have a good motivation to push themselves. 
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