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7 months ago  ::  Nov 21, 2012 - 11:49AM #11
merb101
Date Joined: Feb 6, 2007
Posts: 321
I'm rather lucky in that I have a fairly mature group of players. They will pursue a story through as many encounters as needed, even knowing they are burning through resources. The 4E milestones help somewhat, giving them back action points and a few have feats or powers that rely on milestones to work. So far it hasn't been an issue, and I am fairly liberal about letting the PCs rest when the players ask.

As long as we are all having fun, I don't see an issue.
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7 months ago  ::  Nov 21, 2012 - 11:57AM #12
Shirebrok
Date Joined: Dec 11, 2011
Posts: 251

Nov 20, 2012 -- 5:56AM, Madfox11 wrote:

The 5MWDs posts on the DDNext fora spread to here?



I wondered the same thing when I realized what this thread was. And looking at this section, you'd think alignment wars have spilled onto here as well.

Anyway, the 5MWD isn't about players being lazy, if you ask me. It's about the players and DM not necessarily being on the same page. Expectations should be set at Session 0, so that this phenomenon doesn't occur; at the very least, it'll still occur, but everybody will be on board with the idea.

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7 months ago  ::  Nov 21, 2012 - 12:02PM #13
twesterm
Date Joined: Nov 28, 2007
Posts: 140

Nov 21, 2012 -- 11:46AM, twesterm wrote:

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. 




Wow, I didn't realize this was such a problem for other groups.  I know my groups have had days where they rest often, but that's because they had a *really* tough day and I was pretty much fine with that.

If it's an issue you could also introduce rules to your world that makes it difficult to get an extended rest.  I had a world where the players could only get an extended rest when resting near a certain plant that  nullified certain effects going on in the world.

I know nothing about the OP's world but there's an infinite number of things you could put in your world to disturb the players rest beyond OMG bandits in your camp! that can punish them for taking too many extended rests. 

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7 months ago  ::  Nov 21, 2012 - 12:09PM #14
Tharc
Date Joined: Mar 29, 2012
Posts: 100
One thing we do is kinda interesting and works to keep the intensity of a dungeon going...

We use a concept of an 'Extended Encounter'...what I mean by that is this:

When the party enters a dungeon, they know there wont be any extended rests until they clear the dungeon or come upon a special room (if it's a really big dungeon). We treat the dungeon as kinda like 1 long encounter. They are free to take short rests whenever they want, however, they have to make a decision on if they really want to take a short rest...the reason is, we allow dailies to persist for the entire time they are in a dungeon (fire shield, rages, etc), however, when they take a short rest, they must make a saving throw. If they succeed, the daily power persists, if they fail, it goes away. So far this has worked really well...They are free to leave the dungeon to take an extended rest, but when they re-enter, they find that the enemy has been alerted to their presence and the encounter generally gets tougher or they run into more patrols....

we've never had a 5 MWD and they are conditioned well enough to know how to use their resources now...it took some close calls, but a few close calls helped them learn tactics a lot better. 
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6 months ago  ::  Nov 23, 2012 - 5:00PM #15
Emirikol
Date Joined: Mar 16, 2001
Posts: 160
I think it has to do with expectations and what's presented to the players.  Its funny really.  Sometimes it's a symptom of a certain type of player needing more from the game's plots.  Sometimes it's just one guy.  Sometimes it's multiple players.

I've summed it up in this graphic though:


Lazy Players
Not that they really sit around in diapers, but just as they cannot always comprehend why we would expect a perfectly reasonable elf not to always want to jump INTO danger, neither can we understand why they would expect us to not provide dangerous encounters.  Many times, it's the same situation where the players get mad when you tell them to roll up a back up character because you WANT them to die heroically, not of old age.


I've found that if you can increase your out of game banter (on a yahoogroup or google group), that more will start happening in the game.

Get used to "reading" your players to see what else you can throw into a game.  Try out a couple widely varying scenario plots (you know, the ones that start with murder and end in mystery solved  compared to the ones that start with the players shipwrecked on Isle of Dread).

In any case, if you're recognizing the problem, that's the first step
Gamer Chiropractor - Hafner Chiropractic 305 S. Kipling st,Suite C-2, Lakewood, Co 80226 www.hafnerchiropractic.com
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6 months ago  ::  Nov 25, 2012 - 12:04PM #16
twesterm
Date Joined: Nov 28, 2007
Posts: 140

Nov 21, 2012 -- 12:09PM, Tharc wrote:

One thing we do is kinda interesting and works to keep the intensity of a dungeon going...

We use a concept of an 'Extended Encounter'...what I mean by that is this:

When the party enters a dungeon, they know there wont be any extended rests until they clear the dungeon or come upon a special room (if it's a really big dungeon). We treat the dungeon as kinda like 1 long encounter. They are free to take short rests whenever they want, however, they have to make a decision on if they really want to take a short rest...the reason is, we allow dailies to persist for the entire time they are in a dungeon (fire shield, rages, etc), however, when they take a short rest, they must make a saving throw. If they succeed, the daily power persists, if they fail, it goes away. So far this has worked really well...They are free to leave the dungeon to take an extended rest, but when they re-enter, they find that the enemy has been alerted to their presence and the encounter generally gets tougher or they run into more patrols....

we've never had a 5 MWD and they are conditioned well enough to know how to use their resources now...it took some close calls, but a few close calls helped them learn tactics a lot better. 




That's an interesting idea but what do you do about the players who are playing classes without a lot of persistent effects in their dailies?

For example, my rogue had two dailes-- Bloodbath and Spinning Blade Leap.  What happens after I use either of those and what happens when I use a short rest?

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6 months ago  ::  Nov 26, 2012 - 7:36AM #17
CondorDMaDnD2ed
Date Joined: Oct 11, 2010
Posts: 171
As it relates to lazy players, I find the majority of online players lazy readers, I have to be a very picky DM online. If they aren't lazy, their rude and not fun to game with, few players online are actually good players.
http://advanceddnd2edrevamp.proboards.com/
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6 months ago  ::  Nov 26, 2012 - 5:50PM #18
Alzeric
Date Joined: Sep 5, 2010
Posts: 23
I deal with lazy players just about every time. It's in the nature of a player to hedge the bets every time without working too hard at it.
To me it depends alot on if its a public game or not. When I DM encounters or LFR or store sponsered mods there is a set time to start and finish and you never know who is playing what or how many players will be at your table.
Those I run simple...full health and surges, clean shaven and well fed at the start and thats it, no rest of any kind allowed.
It gives a bonus to those that carry over from last week in the matter of free heal up every week but it also makes makes all encounters into dailys.
Is what it is...sometimes the DM is lazy as well. Trying to keep track of everything with a player pool over 15 and 2& 1/2 DMs is not going to happen.

The campaign I run is a differant story, they are even lazyer! Never keeping track of surges, power use, HP or whatnot each week.

But since its the same 4 players every time I get to railroad the storyline (in emails and web post) between each meet, then when we sit at the table they all have what I tell them they have. They seem to prefer that then keeping track and to be honest it makes for a ever changing feel of drama.
The days when they start off with only 1 heal, a single potion, and no dailys they all pull deep and put a effort into the night and all I had to do was dumb the monsters down a touch. Or if I read the mood they are looking for fireworks I give a full reset and toss half the monster manual at them let them rack up a body count.

D&D is not about creating a imaginary world made real with loads of complication. It's about getting a group if peeps at the table to have fun interacting with imaginations. If you sometimes need to dumb it down to a rule set no more challenging then monopoly then so be it. Most players prefer to have things the easy way...so do most DMs.
Once in a wile you get a tight group of friends the want the complete immersion and they are easy to spot and you give it to them. You can have alot of fun yourself as a DM even with a table of OPs.

But even the Great Mr Perkins gets loose with the numbers now and then.
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