Roleplaying Tips Weekly E-Zine Issue #297
Tactical Tips For Over-Resting PCs
Contents:
This Week's Tips Summarized
Tactical Tips For Over-Resting PCs
- Diego And The Narcoleptics
- The Problem of Over-Resting
- Intelligent and Dynamic Antagonists
- Secret Rooms
- Combat Over-Resting
- Dilemma of Resting Characters
- Chat With Your Group
- Interrupt Their Plans
- PCs Resting Too Often
- GM Control
Readers' Tips Summarized
- My Approach To Role Playing
From: Kaspar Lundsby
- Women In Gaming
From: Jae Walker
- Mapping Tip
From: F.H.
Return to Contents
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Return to Contents
Tactical Tips For Over-Resting PCs
These tips hail from a reader's request in Issue #295:
http://www.roleplayingtips.com/readissue.php?number=295#R2
Numerous folks generously wrote in with their tips and
advice. In this week's issue we feature 10 possible
solutions for Diego's problem. Thanks to everyone who
responded! More tips coming in a future edition.
Return to Contents
1. Diego And The Narcoleptics
From: Telas
- The dungeon is not a static environment. Once the Bad Guys
find out something is killing them off, they will take
vigorous actions to defend their home, sometimes forging
unusual alliances. Imagine if a high-speed military strike
force paused mid-assault for nine hours, and how their enemy
would respond during the lull. If the monsters cannot stop
the party, they may well flee (with all their treasure and
possibly the object of the quest). It should go without
saying that those monsters were not defeated, and the XP for
them not earned.
- The Rope Trick spell is neat, but it's not bulletproof.
That window is invisible, but radiates magic, and can be
seen by things that see invisible objects. Remember the
rules on spellcasters and their rest--at least 9 hours
(eight of rest + one of study) for some of them. Also, is
the party hauling around a Bag of Holding or Handy
Haversack? Are they taking them into the extradimensional
space created by the Rope Trick? *insert evil DM laugh here*
- OK, so the whole party's going Wizard on you. Their
adversaries will notice this, and the smart ones will take
steps to combat it. How are their grapple modifiers? Monks
are famous for being good grapplers and having good saving
throws, and captured wizards almost always have their
spellbooks taken. Rogues have Evasion and can ignore those
pesky Fireballs, and anyone knowing the party's tactics will
take steps to neutralize them through the proper buff spells
and potions. Perhaps a rock with a Silence spell on it gets
thrown into the middle of the group? There's always Black
Tentacles.
The point is, a well balanced party can easily wipe out an
unbalanced party if they take advantage of their strengths.
Spellcasters are easy targets if they don't have time to
buff themselves, or if they're caught by surprise. If the
Bad Guys get to buff, life gets brutal for your little gang
of casters. (Enlarge Person + Bull's Strength + Bear's
Endurance = one tough Barbarian; Cat's Grace + Haste = high-
speed tumbling/backstabbing Rogue; Cat's Grace + Prayer +
Haste = Ranger-sniper. Then there's those Full Round
spells: Summon Monster, Call Lightning, and so on.)
My favorite ego check is the lowly kobold. Since they can't
stand toe-to-toe with anything, kobolds tend to ambush and
harry an invader, letting their traps do the dirty work. A
good kobold lair will channel the party into a number of
killzones, with no chance of retreat (remember: kobolds have
natural mining and trap-making skills). If the party gets to
be too much, they're pushed out of the lair, if possible.
Kobold tactics:
- Traps that split up a party
- Web + Summon (spider) Swarm
- Immobilizing traps + Dire Weasels
- Immobilizing traps + Sneak Attack (including ranged
and spell attacks)
- Poison-tipped crossbow bolts
- The ability of all intelligent foes to target a single
opponent until he drops
The kobold's favored class is the Sorcerer, so it's likely
there will be a few casters in the group. They might
recognize a Rope Trick (with a good Spellcraft roll), and
attempt to Detect Magic to see the window. A Dispel Magic
will soon follow (once all the dinner guests, er, troops are
gathered/buffed).
-
Finally, a note regarding Challenge Ratings. CRs are built
with a four-person party, of 25 point build, with items in
line with the Value Per Level table in the DMG. More
characters, more points, or more magic items mean the party
should be facing higher CRs. I made this mistake early on,
and couldn't fathom why the six-person, 32 point buy party
kept waltzing over my encounters.
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2. The Problem Of Over-Resting
From: Dave McKay
I sense the problem might be one of the playing mechanics
rather than characters in an interactive world (even in a
dungeon).
- Focus on roleplaying, not wargaming. It seems Diego's
group is maneuvering in the world by the rules. Try to focus
on roleplaying the environment. Make it an environment that
changes. My group knows my world reacts back. They have a
strong sense of roleplaying and being in-character, and this
drives them to accomplish their goals within the game and
adventure.
My group tends to press forward in the adventure/session to
accomplish their mission. They will exhaust magical
resources and yet continue on more cautiously. Once they are
too badly hurt or exhausted, they will retreat to a
relatively safe area, within or outside of the adventure
site. Things still happen. The enemy re-groups. They react
to the party's previous intrusion and learn from the last
encounter. When the party returns, the situation might be
more dangerous, the enemy better prepared.
The quest goal might have gone out of reach (usually to be
pursued in a new adventure within the campaign). Diego
mentions a solution of time limit. My players usually have
that developed within character (and that is rooted in their
gaming experience). Perhaps develop more of a situational
limit rather than time.
- Have players make ability and save checks as appropriate
to give them a sense of how their characters are reacting.
In one recent session, the party holed up in an abandoned
chamber to rest. I had them make checks because the place
was not ideal to rest in. One character suffered temporary
ability damage and the results from the resting were not
satisfactory (less healing and only some spell/magic
recovered). There was also a random encounter. The party
knows they risk less than satisfactory results if the chance
resting up "in situ" but that it does cost time, provisions,
and money should they wish to retreat to more civilized
areas.
- The GM is the final authority in the game environment. My
players respect my decisions on mechanics as applied in the
game environment. In my latest campaign, I took an idea from
Roleplaying Tips and published a Players Reference that I
emailed and printed out for my group. It outlines how I am
applying certain rules, game resources, conduct, house
rules, metagaming, and so on. This reduced many instances of
player knowledge of game mechanics directing the flow of
play. Some of my decisions have been unpopular with some or
even all the players, but in the end they respect my rulings
and it gives them a sense of grounding so they can expect
consistency from my style and campaign.
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3. Intelligent and Dynamic Antagonists
From Duncan Rice
- Create intelligent and dynamic antagonists. Ask yourself,
"What is the enemy doing during this time?" A band of
creatures with low intelligence might be gaining new
recruits or setting traps and barricades along entrances and
pathways the party has taken in the past. A moderately
intelligent opponent might send out a hunting party to find
or ambush the players. A wiser foe, such as a high level
magic user, will set up wards and memorize spells to counter
the PCs. Perhaps he will hire someone with skills that
counter the group's attack style.
While the party is resting, opponents do not sit idly by and
wait for the next assault. The enemy is aware of his losses
and what caused them. The enemy can use the time the party
spends resting to learn about them and anticipate their next
move. Give the party a hint of what is going on. Have a
battle cleaned up, the wounded and dead carried away, or a
threatening goblin message scrawled on the wall. Keep in
mind that while it is not the GM's task to play "against"
the party, the enemy can still plan, improvise, prepare, and
improve their defenses.
- * Hit the party at home. While the party is taking their
time resting, what is happening at their base? An alert
enemy might send troops to gather information about the
party. They might be able to gain information by scrying. Is
there a piece of information that can be used, in a fun way,
against the party? If the party continues to dawdle, the
next foray will be to capture family members, terrorize
homes, find or create secret ways into the party's keep or
inn, or perhaps plant an assassin close to the party's base.
This would be dull if the party knows nothing about it,
though. Perhaps a message comes to inform them. They must
either hurry up and finish the adventure or return to deal
with the situation at home. The second option gives the
enemy even more time to rest and prepare.
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4. Secret Rooms
From: Mike Miller
- To a basilisk, it seems like a nice place to sleep
- Have the exit walled up, or collapse the corridor
- Place an explosive ward on the room
- The exit can only be opened from the inside within the
first hour
- The exit opens into another room after the first hour
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5. Combat Over Resting
From: Robert E. Jones
- Use smaller encounters. A lot of the problem of over-
resting comes from a desire to make each fight very
challenging. A challenging fight leaves players with spells
exhausted and low on hit points, so they're naturally
inclined to rest. Once a GM has set this pattern, players
will rest even if they have substantial resources left
because they're afraid the next encounter will finish them
off.
A good solution is to throw in a few easy encounters. These
can be little booby traps that only do a few points of
damage, simple obstacles that only take a single spell to
bypass, or monsters that are clearly outclassed by the
party.
Small encounters give the players a chance to show off. They
also make things easy on the GM because no one expects a lot
of treasure out of them. These little fights shouldn't scare
players into a need to rest and the GM can gradually play
around with the number and power of monsters to throw in.
Just remember to keep the stakes low--don't let the whole
adventure rest on a couple of kobolds; they'll let you down
every time!
- Use wilderness or town adventures. Town adventures can
make resting interesting because you never quite know when
you are safe or not--town fighting is usually pretty sneaky.
It also crimps the magic user's style due to prejudice
against magic, or because of notoriety or collateral damage
issues. Wilderness adventures give resting a different
problem--if you spend all your time resting you never get
out of the wilderness! Imagine the players' collective
frustration if they've had to rest three times (three full
days) after traveling only halfway to the dungeon they want
to loot!
Combined with small encounters (from above), the players
will certainly decide to move forward, even without all
their spells ready.
Return to Contents
6. Dilemma of Resting Characters
From: Dave Lowry
- Have the adventures in a city where large castings of
spells would be very bad. Fireballs injuring civilians would
bring the City Guard, and they may have orders to prevent
disruptive spellcasting.
- Tracking spell component supplies and their use hampers
repeated spell casting.
- Religious PCs might feel their god's displeasure at being
used as a spell battery.
- Track provisions. Don't let the PCs learn Create Food And
Water. Priests that do this should demand tribute to their
god.
- Give the PCs people they are responsible to protect, such
as a diplomat, so there's more than eight people in the
party. Rope Trick can only hold eight people. That way, some
party members are left outside for wandering monsters to
eat. Remember, pulling the rope up into the pocket counts as
an additional creature. If they don't pull the rope up,
monsters can climb up.
- Send the PCs to the Astral Plane where time passes at a
different speed. For example, 100 years must pass for each
day of rest. This only ages them a day, but can you imagine
not doing anything for that time? Magicians would go mad!
- World based effects where casting time is slowly
increased. For example, magic is being used up in the world,
so casting times are now doubled. At the rate the party
continues on, casting times will extend tenfold. If they're
part of a Mages Guild, they will find out about this and be
encouraged to spread the word to decrease people casting
spells with such fervor. This might also give rise to an
apocalyptic religious cult who roam the land looking for
magicians they can slay.
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7. Chat With Your Group
From: Lord Damian
Simply state that resting by using Rope Trick is only good
for healing; it will not count as rest to restore spells
because the extradimesional space is too jarring to allow
it. Perhaps there is a disagreement among the gods causing a
disharmony in the fabric of reality. If the players have a
problem with it, tell them you felt their use of the spell
was abusive. Also, if they continue to play in this manner,
start reducing their experience points. They gain no
knowledge from being unchallenged.
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8. Interrupt Their Plans
From: Ted O.
- Keep the clock ticking. While the PCs waste time, the bad
guys are advancing their plans. Perhaps every night that
passes without the PCs around to defend the country, foes
kidnap and kill yet another highly visible and important
NPC. The Mayor/King/whoever will become upset with the PCs
for allowing this carnage to go on. In desperation, the NPC
might even hire another band of adventurers who, unbeknownst
to him, are overly-competitive, and seek out the PC group
for elimination before proceeding. (Extra story points if
the PCs kill group #2, but then they have to contend with
the Mayor.)
- There are different kinds of time pressure. There's the
classic "world will end in 3 days, if you don't...", and:
- Every hour another hostage dies.
- The bad guys send for reinforcements that are expected
to arrive in 2 hours.
- One of the party was bitten by a suspected lycanthrope
and needs medicine in three days.
- Others are busy looting this dungeon, so the PCs keep
coming across emptied hoards (just a few stray coins and
mundane items remaining--clear signs of ransacking).
- The bad guys move the hostages/loot/key items to
a secret location.
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9. PCs Resting Too Often
From: JFK
- Keep in mind that resting takes time. In first edition
D&D, things like timekeeping was stressed more than in later
versions, but timekeeping remains an important aspect of any
long term game. If the PCs are resting and regaining hit
points and spells, so too are the monsters resting and
regaining the same!
Remember to reset your monsters every time the PCs take a
break. If the PCs have already engaged the monsters before
resting, unless they are extremely stupid, the monsters
might have spent their resting time preparing more
appropriate actions for the PCs.
- If the PCs are simply resting after every battle, make
sure you track food and water. How long can the PCs stay in
the dungeon without eating and drinking? Simplify this if
you want by checking off three meals and one waterskin per
day per PC, without detailing each meal. Or, you can try to
get the PCs to tell you exactly what they are eating and
drinking. Either way, eventually food and drink will run out
if they are resting after every battle.
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10. GM Control
From: Aaron P.
- As GM, you have control over what spells the characters
can learn. If you think Rope Trick is too powerful, either
raise its level or disallow it. That's a bit heavy handed
and should only be used as a last resort and after
discussing the issue with the players, but it is an option.
- Create magical traps that only go off when extra-
dimensional magic is used (Rope Trick, Dimension Door,
Summon Monster, Teleport, Ethereal Jaunt, Blink). This makes
it something that doesn't only penalize this one tactic, and
could be the genesis for an interesting antagonist who is
paranoid of extra-dimensional threats that he believes want
to eat his soul, or who's been ambushed more than once by a
party teleporting into his keep and summoning hordes of
beasts.
- Sometimes, the characters should be able to use whatever
spells or abilities they have. You shouldn't always nullify
their keen new spell. However, almost every ability in D&D
has some counter, and common tricks like this one would be
well known to intelligent antagonists, and intelligent
enemies should prepare contingency plans to use against this
tactic.
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Monte Cook's Iron Heroes Bestiary
This bestiary contains two dozen new monsters that fill a
variety of roles, from intelligent, thinking foes to brutal,
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they all have in common is a mixture of martial and arcane
power to challenge the player characters. The Iron Heroes
Bestiary also presents several new villain classes, an
innovative concept introduced in Mastering Iron Heroes.
Villain classes are a useful tool for generating challenging
NPC villains or opponents for the PCs with a minimum of
work. Compatible with Iron Heroes and any game that uses
d20-based mechanics.
Monte Cook's Iron Heroes Bestiary at RPG Shop
Readers' Tips Of The Week:
1. My Approach To Role Playing
From: Kaspar Lundsby
I believe that role playing must be fun for all people
involved!
This means that, as a player, I tweak my characters so they
are useful to the group. I don't create overly secretive,
rebellious, or solitary PCs, as such characters tend to
prefer to act on their own without involving the other
participants in the group.
As GM, I do my best to involve all characters in the
activities of a session, mainly by providing each character
with an opportunity to shine at least once per session. I
also try to have only useful characters in my group. This is
done by attempting to have my players conform with my
approach to role playing, and by requiring that characters
be well-rounded. The best way to get such characters is by
having them begin their existence as character concepts
only, and then fleshing things out with the player. During
this fleshing out process, I ensure characters will turn out
to be useful.
Another important aspect of making sure it's fun for
everyone is to have all players on the same page with
regards to what is possible and what is not in the setting,
to what the atmosphere is like, and similar aspects of role
playing. This is best achieved by discussing these aspects
with the players before a situation that violates the
commonly agreed code of conduct. This is also the reason I
write so much in advance--to give potential players an idea
of what and how I think.
This is from an old post in my forum (#1604), and explains
my approach to campaign design:
I'm currently in the process of designing/planning a new low
fantasy campaign. What I've done so far is to plan the
introductory (get to know each other) first part, the next
couple of major parts, and an outline of the following parts
of the campaign. So far, I have no idea about how many such
planned parts the campaign will consist of, nor where the
campaign ends, and I'm not very interested in that either. I
just want the campaign to flow along naturally.
Each campaign part consists of a number of scenes. Each
scene contains a location, possibly a number of
participants, and a standard flow of actions--actions that
will take place if the characters don't act, and sometimes
even if they do act. Some scenes will have pre-determined
outcomes, while others will be wide open. For the scenes
with undetermined outcomes, I will often have ideas for
probable outcomes (preparation), but everything is still
left to the players.
What the players have their characters do between the scenes
is up to them. This leaves the players with possibilities to
act if they want, while maintaining the flow of a campaign
to lead those who want that. It is my intent to introduce
plot hooks to the next couple of adventures during the
initial adventure.
To sum up, what I design for a campaign is a set of scenes--
locations, participants, and situations--that can be linked
together in many possible ways. I usually plan the scenes
linearly, but I leave enough flexibility in them to allow me
to shuffle them as needed.
An analogy of my approach is a wide road with a number of
tunnels through mountains. The characters have to pass
through the tunnels to get to their goal. Each scene I
create is such a tunnel, but apart from passing through the
tunnels, players are free to drive on the road as they
please. Even though I have no direct control of the players'
actions when they're between two tunnels, I do my best to
place road signs (plot hooks) that lead to the next tunnel.
This is especially so when the characters have a low
visibility range (they don't know more than the immediate
consequences of their actions, and they don't know exactly
where they're going).
I have control of the scenes that drive the campaign
forward, whereas I leave the rest to the players. I am
aware, though, that I'm probably a bit of a control freak,
in that I don't want to gather a group of players for my
campaign yet. I want to have a bit more control of the later
part of the campaign--to know all the motives and
motivations for the main NPCs.
You can probably guess I don't use published campaign
material. What I do with such material is mine it for good
ideas or scenes I can use in my own campaigns.
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2. Women In Gaming
From: Jae Walker Via the GMMastery Yahoo Group
I've introduced dozens of women to gaming, and am currently
president of our local RPG club. About 1/3 of our members
are female. Women, like men, are complex and don't fit into
easy pigeonholes. I've run all female games, and I've run
(and played in) games where I was the only female. My
current home campaign (Chill, contemporary horror) has two
female players and three male.
I would agree, in general, that I've had my best results
with women in socially-oriented games. I also think the
whole gaming environment, including the materials, is at
best indifferent to women, and frequently hostile to them.
Why take up a hobby where people like you are pretty much
not even present except as objects of lust? On the other
hand, when women see other women participating and leading,
they feel more comfortable about joining in.
To make gaming more appealing to women, treat them like
people first. That's good advice for any players (cf Robin's
Laws of Good Gamemastering). Find out what interests them
and consider including those elements in your game. I've had
great results with contemporary horror because it's easy to
ground in things people already know.
In general, less emphasis on detailed rules and more
emphasis on story are more comfortable for women, especially
novice gamers. (I say that knowing one of my female friends
is a rules-oriented wargamer, and another just wants to kill
things and take their stuff! Women can't be pigeonholed any
more than men.) I suspect that helps explain why LARPs are
so popular--the rules are streamlined, and there's lots of
social interaction.
Show all novice gamers courtesy and consideration. D&D, the
most common entry vector to table-top roleplaying, can be
pretty intimidating. Don't snort at their ignorance or snarl
at them if they don't immediately grasp the tactical ins and
outs of the game.
If you want women in your games, make your games a welcoming
place.
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3. Mapping Tip
From: F.H.
Mapping saved me a big headache. I always wanted to include
the freedom my RPG deserved, bounded only by imagination,
but at best I only ever came up with offering quest A, B, or
C. Even then, I often had to throw them into the players'
laps, to avoid them aimlessly asking each other, "So what
will we do?" To be fair, this is my fault, not theirs. But
then along came mapping.
The local newspaper printing office sells rolls of print
paper (low quality, big roll) for a very good price. Mine
told me I could take freely as much as I could carry! Got
the roll, tore off a chunk, drew a map in 3B pencil, put in
all the little flourishes of a medieval map, drawing a
little picture for everything (including waves for water)
instead of symbols. Then I had a trader bump into the PCs
and say, "You look new to these parts! Can I interest you
in...." Now the players have a map of the whole island.
When the time arises, I can physically hand the players a
map (perhaps tea/coffee stained browned and crinkly), with
the whole thing drawn in. I read an article about it being
good fun to give the players props. And now, they can choose
to roam the town, pick up quests from their normal haunts,
find new ones, or just see what they can find if they trek
to the Cliffs Of The Gray Dusk. That's the freedom I'm
talking about.
It gets better though. The players say, "Let's march to the
canyon marked Monarchs Mouth tomorrow morning."
"Well, that's a three day march," I say, giving me plenty of
time to think of something funky to put there, if I haven't
already. It also entitles me to let the normal quest-giver
wizard/barkeep/mayor say, "No, sorry, nothing for you
today", which I like doing for realism and to prevent
monotony. Plus, the map-maker is always a new face to meet,
and a place to spend gold.
Lastly, this map is presented as drawn by an NPC. If it
turns out to be incorrect, if there happens to be a
mountain, river, or three mile wide pit of nothingness where
the map said there shouldn't be, I'm not to blame, the NPC
is. Was it because I forgot, or did the NPC do it
intentionally? Is it just a low quality map, or has north
been skewed to north east subtly? Really, it's because my
writing leans that way, but to the players the map-maker
must have wanted them to end up in Ballevourne for some
reason--how intriguing. NPCs can physically mark where they
are talking about, or point at least, and when I get better
at it, perhaps there will be secret meanings hidden in the
overly flowery decorations drawn in.
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D&D Races of the Dragon
A new D&D sourcebook detailing races descended from dragons.
Races of the Dragon provides D&D players and Dungeon Masters
with an in-depth look at races descended from or related to
dragons. In addition to exploring the fan-favorite kobold
race, Races of the Dragon introduces two new races,
dragonborn and spellscales, and provides information on
half-dragons. The dragonborn are a transitive race, an
exciting new concept that allows players to transform from
their initial race into a new one. This book also includes a
wealth of cultural information and new prestige classes,
feats, equipment, spells, and magic items.
D&D Races of the Dragon at RPG Shop