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Author Topic: First game this sunday!!  (Read 1979 times)
Crafty_Pat
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« Reply #15 on: October 04, 2010, 12:09:33 PM »

On a related note, how does it affect game balance if you just reset vitality scores to full at the start of each new scene?

With Touch of Light in the mix, it doesn't.
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« Reply #16 on: October 04, 2010, 12:32:20 PM »

I was thinking more as a campaign quality, rather than asa caster-dependant option
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« Reply #17 on: October 04, 2010, 12:35:18 PM »

To me allowing the party to heal up between scenes is one of the strong points to FC.  In D&D we'd have to rest after each serious battle in order for the casters to get their spells back, especially the healers.
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ArawnNox
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« Reply #18 on: October 04, 2010, 12:54:42 PM »

To me allowing the party to heal up between scenes is one of the strong points to FC.  In D&D we'd have to rest after each serious battle in order for the casters to get their spells back, especially the healers.
I've seen this mentality...
Clear the Room -> Barricade the Exits -> Rest for 8 Hours -> Move to the Next Room -> Repeat
Dungeon Crawling was tedious enough at my table without this going on. >.<
Had I not been new to GMing at the time, then I would have started keeping track of food rations, having wandering monsters, and inflicting poor sleep conditions, just to get the party moving.
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« Reply #19 on: October 04, 2010, 01:09:05 PM »

I've seen this mentality...
Clear the Room -> Barricade the Exits -> Rest for 8 Hours -> Move to the Next Room -> Repeat
Dungeon Crawling was tedious enough at my table without this going on. >.<
Had I not been new to GMing at the time, then I would have started keeping track of food rations, having wandering monsters, and inflicting poor sleep conditions, just to get the party moving.
Also most dungeon crawls typically had some form of time sensitivity to them.  If it takes 2 or 3 days extra to get the artifact that will allow the party to hold off the undead army they just may come back to a town already over ran.  It sucks to do to them the 1st couple of times but afterwords they do learn that there actions do not happen in a vacuum and the game becomes that much better.
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Grimace
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« Reply #20 on: October 04, 2010, 01:20:38 PM »

To me allowing the party to heal up between scenes is one of the strong points to FC.  In D&D we'd have to rest after each serious battle in order for the casters to get their spells back, especially the healers.
I've seen this mentality...
Clear the Room -> Barricade the Exits -> Rest for 8 Hours -> Move to the Next Room -> Repeat
Dungeon Crawling was tedious enough at my table without this going on. >.<
Had I not been new to GMing at the time, then I would have started keeping track of food rations, having wandering monsters, and inflicting poor sleep conditions, just to get the party moving.

Yup!  Believe me it's not just the GM that gets frustrated with this mentality.  As a player I often got frustrated that we needed to stop almost every or every other room.

Could be that the modules/adventures we played were build on the premise that it needed to have something in every room to challenge the players combat wise.  And this led to needing to rest to be able to take on the next encounter.

Adding more puzzles, traps and other non-combat encounters are always good to mix it up.
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« Reply #21 on: October 04, 2010, 01:23:24 PM »

I've seen this mentality...
Clear the Room -> Barricade the Exits -> Rest for 8 Hours -> Move to the Next Room -> Repeat
Dungeon Crawling was tedious enough at my table without this going on. >.<
Had I not been new to GMing at the time, then I would have started keeping track of food rations, having wandering monsters, and inflicting poor sleep conditions, just to get the party moving.
Also most dungeon crawls typically had some form of time sensitivity to them.  If it takes 2 or 3 days extra to get the artifact that will allow the party to hold off the undead army they just may come back to a town already over ran.  It sucks to do to them the 1st couple of times but afterwords they do learn that there actions do not happen in a vacuum and the game becomes that much better.

Yeah. Again, we're talking about my first foray into GMing, so I wasn't very good at thinking these things out ahead of time or off the cuff.
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Goodlun
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« Reply #22 on: October 04, 2010, 01:44:57 PM »

Yeah. Again, we're talking about my first foray into GMing, so I wasn't very good at thinking these things out ahead of time or off the cuff.
For sure one can not expert someone to be an expert DM right out the box.
What I really have to wonder is this style of dungeon crawling appealing to the population at large?  As it is quite the common problem from what I gather.  Once again not to much with our group as we didn't tend to play modules too much, but when we did it kind of felt like crap well maybe we should wait for the spell casters to get back their spells.
Did anyone else encounter this problem
the wizard hording his higher level spells cause he might end up needing them later, so he burns through all his lower level spells so we just end up waiting anyways to recover those spells?
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« Reply #23 on: October 04, 2010, 03:06:20 PM »

For sure one can not expert someone to be an expert DM right out the box.
What I really have to wonder is this style of dungeon crawling appealing to the population at large?  As it is quite the common problem from what I gather.  Once again not to much with our group as we didn't tend to play modules too much, but when we did it kind of felt like crap well maybe we should wait for the spell casters to get back their spells.


I think that was one of the things random encounters were used to avoid.  A group just can't set up camp in the middle of a dungeon and expect nothing to happen.

I liked random encounters because it forced the party to choose between the risk of pressing on under-strength and the risk of potentially getting ambushed and wasting an entire night's rest.  When adventures are fully plotted out they can sometimes feel like an mmorpg quest: "my wizard will sit here and rest/eat/drink because no monsters spawn or wander here."  Or, "We're between encounters so let's rest because nothing will happen and if it does there's nothing we can do about it anyway."

Did anyone else encounter this problem
the wizard hording his higher level spells cause he might end up needing them later, so he burns through all his lower level spells so we just end up waiting anyways to recover those spells?

I have, and have never had, a problem with dungeons.  Nor do I see that dungeons are the issue.  If a module is designed that a party can wait after each encounter to recover spells then of course my mage will lay in with every spell he has every encounter (until my GM decides to "punish" me for doing so).  I played a lot of published modules, especially in 1E, and it was rare that an encounter required every reasource that the party had to survive it.    What you describe is the way I think it should be: the mage should have to make a decision about what spells to cast and when with their always being the potential for it to be the wrong choice just like other characters have to make a decision about whether to use limited use abilities and items.

Uncertainty on the party's part is one of the key elements of excitement to adventuring and removing that makes an adventure far less interesting IMO.

jolt
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« Reply #24 on: October 04, 2010, 03:39:38 PM »

Yes and in old systems resource management was a major part of (tactical) play and a big limitation on high level characters. Still getting some play experience behind me before I can comment on newer per scene games like FC, they would have to be tactically very different and the in-world explanations of magic etc. also are affected.
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« Reply #25 on: October 04, 2010, 04:10:53 PM »

Personally I like the resource management aspect of not being fully healed all the time. It forces players to make smart tactical decisions rather than always just going "well, we are at full health, and there is a monster, we are onbiously supposed to fight it."

Also I'm running a west marches style sandbox game. Resource management, haves and have nots and taking that risk of, "well we are beat to hell, but its just a half dozen orcs guarding that treasure chest, we can probably take them and then limp back to town... maybe"

Risk vs reward is huge for me. If the party is always at full health that risk is much less of a factor.

I'm perfectly fine with ignoring rules and mechanics that dont work for me, my problem is the majority of my group is first time-ish tabletop gamers. I have found that moving things around and ignoring the RAW tends to freak new gamers out and I'm trying not to do that to them. I already had to tell the unborn scout his scout class ability was getting nerfed because they could basically never get lost with him around and that completely defeats the exploration design direction of the campaign.

TLDR: The game was a blast and I'll just have to heap more attribute damage onto them instead, and if they linger too long start rolling to see if more monsters show up. Smiley
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Goodlun
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« Reply #26 on: October 04, 2010, 04:29:22 PM »

Keep in mind full vitality is not necessarily fully healed
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Monkeyking
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« Reply #27 on: October 04, 2010, 04:34:21 PM »

True, in fact one of my players has started refering to Vitality as "The shield from Halo". 

I'm not sure quite how I feel about that tbh...
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ArawnNox
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« Reply #28 on: October 04, 2010, 05:17:29 PM »

True, in fact one of my players has started refering to Vitality as "The shield from Halo". 

I'm not sure quite how I feel about that tbh...
It's not a bad analogy, per se....
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Typhon
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« Reply #29 on: October 05, 2010, 01:13:25 AM »

To me allowing the party to heal up between scenes is one of the strong points to FC.  In D&D we'd have to rest after each serious battle in order for the casters to get their spells back, especially the healers.
I've seen this mentality...
Clear the Room -> Barricade the Exits -> Rest for 8 Hours -> Move to the Next Room -> Repeat
Dungeon Crawling was tedious enough at my table without this going on. >.<
Had I not been new to GMing at the time, then I would have started keeping track of food rations, having wandering monsters, and inflicting poor sleep conditions, just to get the party moving.

You are making the mistake of implying the problem is with the players. Assuming they aren't just trying to get 4 or 5 spells back as opposed to, say, ALL of their offence spells and most of their healing spells back, then the problem isn't the players as much as the design of the adventure (unless you just have a bunch of noob players). Again, this was a major issue in D&D (Return to the Temple of Elemental Evil in particular). The dungeon crawls having major encounters room to room. If you didn't rest up and get recharged, chances are you gunna die in the next room since the past 5 rooms each drained most of the casters' spells and required most of the heal spells to get the melees back up.
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