Timeline for How do I prevent retreating to rest and heal from being tedious?
Current License: CC BY-SA 3.0
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Nov 23, 2014 at 3:27 | comment | added | Dungarth | Improvements will come naturally with experience, provided you do not make it easier for them to keep going as they do now. I remember my GM actually making the quests harder when these difficulties arose, in combination with limiting the time we had to complete the quest. For instance, once we exposed the bad guy's plan, he ran away with his elite troops, hoping to kill the local baron before we could stop him. We then had to fight our way through the dungeon filled with his cronies before giving chase. Stopping for the night wasn't an option, yet we knew we needed firepower for the boss! | |
Nov 22, 2014 at 18:53 | history | edited | SevenSidedDie | CC BY-SA 3.0 |
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Nov 22, 2014 at 17:45 | comment | added | Besty | This is a useful answer, especially pertinent to my group because hit dice and short rest can refuel hp, but spell slots seem to be the limiting factor to their exploration. I think that my players are trying to be efficient, but as it is our first ever campaign I'm sure there is room for improvement. | |
Nov 22, 2014 at 16:23 | history | edited | Dungarth | CC BY-SA 3.0 |
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Nov 22, 2014 at 16:10 | history | answered | Dungarth | CC BY-SA 3.0 |