| McBaine |
| 1 person marked this as a favorite. |
In the group where I am the DM, it happens frequently that the party decides after a level or portion of a dungeon, they need to rest up. The spellcasters especially burn through their spells and after half an hour of in-game time the characters leave the place and rest up for 8 hours.
There are times where this is easily done, but there are also times when this would give the enemy time to prepare or even retaliate.
I wanted to know how common this is in your games and how it is handled - is it no big deal, are you adjusting the enemies left or do some of them even come after the party?
One of the latest ideas might even kill the party:
Spoiler for Carrion Crown: Shadows of Gallowspire
After clearing the Renchurch Cathedral, they want to barricade a room and rest there before going to the catacombs below...
The chances that they are found are not that small. Even if barricaded, there are ghosts, a Lich and Lucimar the Lich-Wolf down there. The logical thing would be, that they wipe the party out.
Camping in the enemies fortress is not the smartest move...
EntrerisShadow
|
I typically handle it one of two ways:
1. Handwaving. It's a game, after all, and you have to make concessions to the game-y nature of it sometimes. Especially if it's not an ongoing campaign and we're just having fun, as long as I don't feel like the players are trying to abuse it, I'll handwave finding a "Safe Room" where they can rest for the night. (Though it is a dungeon so there's still watches and roll for encounters.)
2. Provide enough division that it's feasible the dungeon's more powerful denizens don't know the PC's are around yet. So for instance, the party infiltrates a tower through its dungeon and kill all of the mindless undead they've found there, but the lich at the very top is still blissfully unaware of their presence as he hasn't had cause to go down and worry about those poor sops in centuries. Besides, he has far more important work to do.
| DM Under The Bridge |
You can get away with it, if you find a safe area and barricade in.
Or, you will probably die, the sentry will be attacked waking everyone, and you will be disturbed before you get the hours of rest you need.
If you are really unlucky, the insects and small critters attack the sleeping spellcaster/s, not the larger monsters, meaning even more time is wasted trying to fend off the small fauna of the dungeon.
| DM Under The Bridge |
In the group where I am the DM, it happens frequently that the party decides after a level or portion of a dungeon, they need to rest up. The spellcasters especially burn through their spells and after half an hour of in-game time the characters leave the place and rest up for 8 hours.
There are times where this is easily done, but there are also times when this would give the enemy time to prepare or even retaliate.
I wanted to know how common this is in your games and how it is handled - is it no big deal, are you adjusting the enemies left or do some of them even come after the party?
One of the latest ideas might even kill the party:
Spoiler for Carrion Crown: Shadows of Gallowspire
** spoiler omitted **
On camping in the enemies fortress as being a bad move, there is a steam group called the Crafty Campers Clan. They specialise in killing campers across many strategy games. A lot of people seem to try camping, even when surrounded by hostiles.
| kestral287 |
In desperate enough situations anything starts to look like a good idea.
The last time I actually did it, we were at level one, low on resources, and had just realized that there were a lot more goblins in these tunnels than we thought there were (by an order of magnitude or so). We stumbled across a short secret passage that it seemed like the goblins themselves didn't even know about-- so we promptly barricaded both ends from the inside and made camp. Very quietly and very unobtrusively. It worked out, but for the week or two between sessions we were very, very paranoid that we'd just killed our party off.
Camping out in the middle of a dungeon just seems like a bad idea though. As a GM I'd give an "are you sure" sort of response, and if they are, then okay, figure out what would logically happen-- a room that's sitting in the middle of a fortress full of humanoids, you're going to get discovered, with an alarm raised and all kinds of hell wrecked. The same fortress full of mindless undead? You might have to off a patrol or two, but probably no alarm so it's doable.
I'd probably go easy on them the first time, but if they start abusing it (especially within the same dungeon), logical consequences kick in.
| Guru-Meditation |
| 3 people marked this as a favorite. |
A tabletop RPG is not a copmputer RPG where literally nothing happens until the SCs open the door to a room. Let the denizens of the dungeon react to the intruders properly within their knowledge and intellect.
* they build barricades
* they cluster in defensive rooms for mutual protection, instead of all hanging out seperately where they can be picked off mincemeal
* they call for backup
* they flee (and take the princess / the McGuffin with them)
* they all congregate in one massive warparty to flush out and overwhelm the intruders once located where they try to rest
* they burn the important intel lest it falls into the hands of the enemy
* the lay traps
* they lay ambushes
And most importantly: Several of the above!
P.S.
Once a group of mine got bricked in when some Duergar Deep dwarfes collapsed the only way in into a good defensible position within one of their mines where we were resting up after being nearly out of resources. We nearly starved to death before we could dig ourselfs out after several days. Then they had posted guards that reported the digging-out noises so they laid an ambush when we finally broke through. Nasty fight and two deathes before we could disengage and run away topside.
This was the time that really hit home that properly played dungeons are dynamic areas, and not just static encounter areas!
| Rynjin |
| 3 people marked this as a favorite. |
It really depends. Honestly, you should look at it from a metagame point of view more often than not.
Are the PCs worn down, out of healing and spells, and low on HP? Let them rest. A TPK isn't fun for the players, and it isn't fun for the GM, so why encourage it happening?
If, on the other hand, the Sorcerer or whatever has decided to blow all his spells on 2 or 3 fights and everyone else is fine? Yeah no.
| DM Under The Bridge |
A TPK can serve as a cautionary lesson not to sleep in the fortress/dungeon of doom.
Sorcerers find it a bit harder to blow all their spells, by the rules, as they have so many of them. In my experience it is the other spellcasters that have used up their top tier spells after a few engagements and want to slow everyone else down and make the poor decision of resting, so that they can get them back. It is a system problem exacerbated by those that want to play it safe and easy.
The best way to stop this is not to TPK them as they rest, but for the rest of the party to say "no, use the rest of all those spells you have".
| Cevah |
| 1 person marked this as a favorite. |
Big problem I have encountered is being a resource husbanding character working with a nova character. They blow through 1/3-1/2 of their resources in a single fight. This means after one or two fights, they want to rest while my character is good for at least two more. It makes for 15 minute adventure days, which I don't care for.
As to the OP, I am all for random encounters throughout the night, casing difficulty getting spells back, and maybe killing someone. Sometimes you need to do it, but it has high risks.
/cevah
| Rynjin |
A TPK can serve as a cautionary lesson not to sleep in the fortress/dungeon of doom.
Sorcerers find it a bit harder to blow all their spells, by the rules, as they have so many of them. In my experience it is the other spellcasters that have used up their top tier spells after a few engagements and want to slow everyone else down and make the poor decision of resting, so that they can get them back. It is a system problem exacerbated by those that want to play it safe and easy.
The best way to stop this is not to TPK them as they rest, but for the rest of the party to say "no, use the rest of all those spells you have".
You would think so, but for some reason Spontaneous casters tend towards blasting, which means they need more spells per encounter than a summoner/controller/buffer which Prepared casters tend towards.
| BobTheCoward |
| 3 people marked this as a favorite. |
Do the players always seem to find themselves in dungeons with challenges conveniently in range of their abilities? If so, it is only one more leap to a dungeon where it is convenient to rest.
If your dungeon is designed to be completed with or without resting, that should dictate monster reactions to resting. Building a dungeon that cannot be completed without resting, and then saying they cannot rest is pretty close to randomly dropping meteors on players.
| thejeff |
| 1 person marked this as a favorite. |
Do the players always seem to find themselves in dungeons with challenges conveniently in range of their abilities? If so, it is only one more leap to a dungeon where it is convenient to rest.
If your dungeon is designed to be completed with or without resting, that should dictate monster reactions to resting. Building a dungeon that cannot be completed without resting, and then saying they cannot rest is pretty close to randomly dropping meteors on players.
Yeah, pretty much this. Figure out why the characters keep needing to rest in the dungeon. If they're novaing and blowing through a couple encounters then resting to do it again, then you want to convince them not to do that. Preferably by talking to them, but making it dangerous to rest can be an backup option.
If they're clearing a significant chunk of a dungeon that isn't designed to be swept in one pass, then resting has to be accounted for, one way or another. Leaving and returning. Safe areas to rest. Something. Often the dungeon can be designed in such a way that it's broken into poorly connected sections and resting after clearing one of them should be fairly safe.
Even with leaving and returning, there's a temptation to punish the party by having the enemy reinforced or on high alert, ready to ambush a returning group. That might make sense, but design around it.
| twiggyleaf |
I'm with EnterisShadow and Rynjin on this one. Let it happen. Metagame over stricture. Unless it is part of the game design to work with limited resources in an ultra planned way, its best just to let people rest and replenish. You can always stick in a wee random encounter just to keep them on their toes though, but don't make it a major thing.
| DM Under The Bridge |
| 1 person marked this as a favorite. |
No, I have a better solution.
The party want to find a place to rest. The dm suggests you find a safe spot.
Party goes looking for a bit, find a broken door. Inside are the remains of an adventuring party. Their bedrolls are laid out, as are their bones, with dry leathery skin still clinging to them. The dark pools and great dried bloodtrails indicating they were hit hard, that something tore through them spraying their blood to the walls, with a touch even making it to the roof. Rending may have been involved, and axes, and no corpse has all its limbs attached.
"You might want to think about where you sleep" says the DM.
| thejeff |
| 1 person marked this as a favorite. |
No, I have a better solution.
The party want to find a place to rest. The dm suggests you find a safe spot.
Party goes looking for a bit, find a broken door. Inside are the remains of an adventuring party. Their bedrolls are laid out, as are their bones, with dry leathery skin still clinging to them. The dark pools and great dried bloodtrails indicating they were hit hard, that something tore through them spraying their blood to the walls, with a touch even making it to the roof. Rending may have been involved, and axes, and no corpse has all its limbs attached.
"You might want to think about where you sleep" says the DM.
And then what?
Obviously the group was already thinking about where to sleep and looking for a safe spot. So what do they do?
| DM Under The Bridge |
DM Under The Bridge wrote:No, I have a better solution.
The party want to find a place to rest. The dm suggests you find a safe spot.
Party goes looking for a bit, find a broken door. Inside are the remains of an adventuring party. Their bedrolls are laid out, as are their bones, with dry leathery skin still clinging to them. The dark pools and great dried bloodtrails indicating they were hit hard, that something tore through them spraying their blood to the walls, with a touch even making it to the roof. Rending may have been involved, and axes, and no corpse has all its limbs attached.
"You might want to think about where you sleep" says the DM.
And then what?
Obviously the group was already thinking about where to sleep and looking for a safe spot. So what do they do?
What would you do? Think, consider, act.
You have control of your character. This place is obviously not safe for a camping trip.
| DM Under The Bridge |
It is. It's also basically useless until 8th level (when the casters can rest long enough to regain spells.
It's also GMs of the Thou Shalt Not Rest in Dungeons school keep nerfing it or giving advise about how to make it too dangerous to use.
I am against resting in dungeons without serious precautions, but I like the spell and look forward to hearing the amusing solutions players come up with to rest right on the front line, which of course can include magic.
| Bluenose |
| 2 people marked this as a favorite. |
thejeff wrote:DM Under The Bridge wrote:No, I have a better solution.
The party want to find a place to rest. The dm suggests you find a safe spot.
Party goes looking for a bit, find a broken door. Inside are the remains of an adventuring party. Their bedrolls are laid out, as are their bones, with dry leathery skin still clinging to them. The dark pools and great dried bloodtrails indicating they were hit hard, that something tore through them spraying their blood to the walls, with a touch even making it to the roof. Rending may have been involved, and axes, and no corpse has all its limbs attached.
"You might want to think about where you sleep" says the DM.
And then what?
Obviously the group was already thinking about where to sleep and looking for a safe spot. So what do they do?
What would you do? Think, consider, act.
You have control of your character. This place is obviously not safe for a camping trip.
If the players obviously feel that they're not safe carrying on without resting, then making it obvious that it's also not safe to camp seems like the GMs way of telling them to abandon the dungeon entirely - especially if they've previously made a habit of increasing defensive precautions once the denizens are alerted. At that point the most sensible player reaction is to leave and not bother going back till they've gained a few levels. It would seem like less work for a GM either to accommodate resting or to make smaller dungeons/environments that could be cleared without resting.
| thejeff |
thejeff wrote:DM Under The Bridge wrote:No, I have a better solution.
The party want to find a place to rest. The dm suggests you find a safe spot.
Party goes looking for a bit, find a broken door. Inside are the remains of an adventuring party. Their bedrolls are laid out, as are their bones, with dry leathery skin still clinging to them. The dark pools and great dried bloodtrails indicating they were hit hard, that something tore through them spraying their blood to the walls, with a touch even making it to the roof. Rending may have been involved, and axes, and no corpse has all its limbs attached.
"You might want to think about where you sleep" says the DM.
And then what?
Obviously the group was already thinking about where to sleep and looking for a safe spot. So what do they do?
What would you do? Think, consider, act.
You have control of your character. This place is obviously not safe for a camping trip.
That's fine.
But this doesn't happen in a vacuum. The GM designs the dungeon. It's easy to say "It's not a camping trip. It's stupid to rest in the dungeon." It's also easy to say "Well of course they were ready for you when you came back the next day, what did you expect?" Or even: "Of course they attacked in the night, what did you expect? You only retreated X hours march from the dungeon."It's not entirely a matter of character choices. It's easy to logic yourself into a no-win situation.
Which is not to say the party should be able to nova then camp for the night after every fight, regardless of what else is going on. Just that the GM, when designing the area that's too big to clear in one pass, needs to take into account how the party is going to rest and not screw them over in the process.
| DM Under The Bridge |
"Nova then camp" is a very amusing phrase.
If they have enough of an area they could also set up traps, depends on the area and terrain (would be amusing to turn traps upon the inhabitants trying to reclaim their dungeon).
They can also ignore the dm's advice or what the dm shows them with the dead party. They have the choice and maybe the dm is bluffing...
| thejeff |
"Nova then camp" is a very amusing phrase.
If they have enough of an area they could also set up traps, depends on the area and terrain (would be amusing to turn traps upon the inhabitants trying to reclaim their dungeon).
They can also ignore the dm's advice or what the dm shows them with the dead party. They have the choice and maybe the dm is bluffing...
You're still missing the actual question I'm asking.
| DM Under The Bridge |
You asked what the party would do. To answer that, you would need to be in the party and make a contributing decision.
I don't remove choice from my players, I think it is key - and their choices may get them killed, or they just keep being attacked and they can't get to sleep. *shrugs* I let the dice decide if they are attacked, if I have nothing planned or on a schedule. My players have made some fantastic fortifications in their time, all to get some shut-eye.
| McBaine |
Yeah, pretty much this. Figure out why the characters keep needing to rest in the dungeon. If they're novaing and blowing through a couple encounters then resting to do it again, then you want to convince them not to do that. Preferably by talking to them, but making it dangerous to rest can be an backup option.
If they're clearing a significant chunk of a dungeon that isn't designed to be swept in one pass, then resting has to be accounted for, one way or another. Leaving and returning. Safe areas to rest. Something. Often the dungeon can be designed in such a way that it's broken into poorly connected sections and resting after clearing one of them should be fairly safe.
Even with leaving and returning, there's a temptation to punish the party by having the enemy reinforced or on high alert, ready to ambush a returning group. That might make sense, but design around it.
I do not design the dungeons myself, I'm using an Adventure Path. I have no idea if the dungeon was designed to be cleared in one go or not.
I told the group that they have to go deep into enemy territory and have to plan accordingly though - and then the druid blasts the first guard she sees with her only level 7 spell and a level 5 one (admittedly, it was a giant, but starting with the strongest spell does not seem to be minding the ressources).| KestrelZ |
Go with what makes sense.
Know what the opponents have in place to protect their domicile, and what means they have to know if something is amiss.
If team sneaky tries to case the place and infiltrates, they might be able to rest within a fortress.
If team clanks-a-lot and the boom-boom mage kicks in the front door, they will gain some traction at first due to the sudden shock of an assault - yet will have the whole dungeon piling after them in a few more moments.
The point is, do what makes sense. NPCs don't automatically know there's a break in on their fortress. That doesn't mean they are senseless either. The more a group causes disruptions, the quicker the group is found. If there are miles of caves, there might be a place to rest for eight hours with only a moderate chance of being discovered. If the place is a manned castle, the group better have wands, scrolls, and potions to fall back on because getting more than a five minute break isn't in the cards once the alarm is sounded.
| kestral287 |
DM Under The Bridge wrote:You're still missing the actual question I'm asking."Nova then camp" is a very amusing phrase.
If they have enough of an area they could also set up traps, depends on the area and terrain (would be amusing to turn traps upon the inhabitants trying to reclaim their dungeon).
They can also ignore the dm's advice or what the dm shows them with the dead party. They have the choice and maybe the dm is bluffing...
The answer, assuming it's an option, is "the party leaves and invests in several thousand gallons of boiling oil". Or just tries to find somewhere to level up.
But yes-- if a GM has designed a multi-day dungeon, he needs to have some form of way for the party to regain resources. I assumed the question included "assuming a competent DM".
| Turin the Mad |
In the group where I am the DM, it happens frequently that the party decides after a level or portion of a dungeon, they need to rest up. The spellcasters especially burn through their spells and after half an hour of in-game time the characters leave the place and rest up for 8 hours.
There are times where this is easily done, but there are also times when this would give the enemy time to prepare or even retaliate.
I wanted to know how common this is in your games and how it is handled - is it no big deal, are you adjusting the enemies left or do some of them even come after the party?
One of the latest ideas might even kill the party:
Spoiler for Carrion Crown: Shadows of Gallowspire
** spoiler omitted **
If memory serves, they should have acquired the ability to rest in a mage's magnificent mansion before entering that location. Presuming the pick an out of the way spot to hang the entrance - or better yet, cloak it behind an illusion of their own - before recuperating, they're probably safe.
Probably. ;)
| thejeff |
Go with what makes sense.
Know what the opponents have in place to protect their domicile, and what means they have to know if something is amiss.
If team sneaky tries to case the place and infiltrates, they might be able to rest within a fortress.
If team clanks-a-lot and the boom-boom mage kicks in the front door, they will gain some traction at first due to the sudden shock of an assault - yet will have the whole dungeon piling after them in a few more moments.
The point is, do what makes sense. NPCs don't automatically know there's a break in on their fortress. That doesn't mean they are senseless either. The more a group causes disruptions, the quicker the group is found. If there are miles of caves, there might be a place to rest for eight hours with only a moderate chance of being discovered. If the place is a manned castle, the group better have wands, scrolls, and potions to fall back on because getting more than a five minute break isn't in the cards once the alarm is sounded.
Go with what make sense, but consider that when building the scenario. If there isn't going to be an opportunity to rest, then the area needs to be weak enough that they party can accomplish their goal and get out in one go. Or be able to leave and return later without too serious a penalty.
Wands, scrolls and potions only carry you so far.
LazarX
|
It is. It's also basically useless until 8th level (when the casters can rest long enough to regain spells.
It's also GMs of the Thou Shalt Not Rest in Dungeons school keep nerfing it or giving advise about how to make it too dangerous to use.
Or just ban the spell, or the part that includes an extradimensional space.
| thejeff |
You asked what the party would do. To answer that, you would need to be in the party and make a contributing decision.
I don't remove choice from my players, I think it is key - and their choices may get them killed, or they just keep being attacked and they can't get to sleep. *shrugs* I let the dice decide if they are attacked, if I have nothing planned or on a schedule. My players have made some fantastic fortifications in their time, all to get some shut-eye.
You're still doing the design. You're setting up the scenario and laying out the dungeon. You're not "removing choice", but you're setting the conditions that drive those choices.
| thejeff |
thejeff wrote:Yeah, pretty much this. Figure out why the characters keep needing to rest in the dungeon. If they're novaing and blowing through a couple encounters then resting to do it again, then you want to convince them not to do that. Preferably by talking to them, but making it dangerous to rest can be an backup option.
If they're clearing a significant chunk of a dungeon that isn't designed to be swept in one pass, then resting has to be accounted for, one way or another. Leaving and returning. Safe areas to rest. Something. Often the dungeon can be designed in such a way that it's broken into poorly connected sections and resting after clearing one of them should be fairly safe.
Even with leaving and returning, there's a temptation to punish the party by having the enemy reinforced or on high alert, ready to ambush a returning group. That might make sense, but design around it.
I do not design the dungeons myself, I'm using an Adventure Path. I have no idea if the dungeon was designed to be cleared in one go or not.
I told the group that they have to go deep into enemy territory and have to plan accordingly though - and then the druid blasts the first guard she sees with her only level 7 spell and a level 5 one (admittedly, it was a giant, but starting with the strongest spell does not seem to be minding the ressources).
That falls into the "nova then camp" approach I'd say. Of course, if they've reached 15th level, it's probably too late to start enforcing a change in behavior. :)
It's fairly easy to tell how the dungeon was designed. Look at the CRs for the encounters, see how many there are. From my general impression of APs, they usually go with a few more weaker encounters than the standard 5 room dungeon, but still often go far beyond what can be reasonably expected to be handled in one pass. It's not uncommon to expect PCs to level in the course of a dungeon, which usually means at least resting once.
| Tiny Coffee Golem |
It is. It's also basically useless until 8th level (when the casters can rest long enough to regain spells.
It's also GMs of the Thou Shalt Not Rest in Dungeons school keep nerfing it or giving advise about how to make it too dangerous to use.
5th level if you have extend spell. (you'll need a 3rd level spell slot)
4th level if you have a lesser rod of extend spell (3000 GP).| Tiny Coffee Golem |
Tiny Coffee Golem wrote:Indeed, or Tiny Hut or Magnificent Mansion spells, if they're of high enough level. Even in scroll form they would be helpful.This is exactly why Rope Trick was invented.
Edit: Not foolproof, but a lot better.
Tiny Hut: Not so much. You're more comfortable and vaguely hidden by an opaque sphere, but that's about it. This is usually not a dungeon camping spell.
Magnificent Mansion: The ultimate dungeon or otherwise camping spell. However, it's a 7th level spell. At 13th level you have all kinds of fun options. You could do it lower with a scroll as an emergency escape if needed. Hope you also have a scroll of planeshift to get back to the prime because if you exit out the door there's no telling what you'll walk into.
| Tiny Coffee Golem |
thejeff wrote:Or just ban the spell, or the part that includes an extradimensional space.It is. It's also basically useless until 8th level (when the casters can rest long enough to regain spells.
It's also GMs of the Thou Shalt Not Rest in Dungeons school keep nerfing it or giving advise about how to make it too dangerous to use.
The ban hammer should be used sparingly.
As written the spell is far from foolproof. There's still a rope hanging out of the air, for example. It's better than pitching a tent, but still has limits.
| Guru-Meditation |
| 1 person marked this as a favorite. |
Most often the push to camp in dungeons comes from nova-casters who burn throughh their spells like there is no tomorrow, instead of playing more convervative and trying to plan over more then one encounter.
I had one player who was notorious for it. He was always casting top-down from his highest spell slots + once possible a quickened spell EVERY round. In every fight. And then wanting to rest or withdraw after two fights at the max to rememorise spells.
15 minute adventuring day par excellence.
This behavior of couse skeweres class balance when classes that have to budget their resources over several encounters (mostly spellcasters) will all blow it in one or two fights, compared to those that are slower but with much less "fuel use". This contributes massively to the claim that spellcasters are so much more powerful than martials.
| Saldiven |
| 1 person marked this as a favorite. |
On thing that I've learned is that if you make the enemies in the local environment behave intelligently and reasonably to character actions, you often end up having your players start to react more reasonably and intelligently.
When the enemies make reasonable responses to the party pitching camp in their backyard to rest (laying ambushes; preparing traps; making short, disruptive attacks on the camp to disrupt the rest of spell casters; etc.), the players start to modify the behavior that resulted in them having to rest in the first place. For example, my players have learned, for the most part, not to nova all their spells and abilities on every combat they come across. They've stopped using all their buff spells on combats that are obviously not boss or mini-boss type fights. Every enemy encounter doesn't have the Paladin blowing Smites or Cavalier using Challenges. They modify their tactics in an effort to reduce the damage the party takes rather than charging headlong into every encounter so they don't have to use as much of their healing resources.
However, until the players get used to having the environment react to the party's actions in this manner, expect them to complain....probably a lot.
LazarX
|
LazarX wrote:thejeff wrote:Or just ban the spell, or the part that includes an extradimensional space.It is. It's also basically useless until 8th level (when the casters can rest long enough to regain spells.
It's also GMs of the Thou Shalt Not Rest in Dungeons school keep nerfing it or giving advise about how to make it too dangerous to use.The ban hammer should be used sparingly.
As written the spell is far from foolproof. There's still a rope hanging out of the air, for example. It's better than pitching a tent, but still has limits.
As it's written, there's nothing that stops you from pulling the rope inside unless you've absolutely filled up the space.
| Tiny Coffee Golem |
Tiny Coffee Golem wrote:As it's written, there's nothing that stops you from pulling the rope inside unless you've absolutely filled up the space.LazarX wrote:thejeff wrote:Or just ban the spell, or the part that includes an extradimensional space.It is. It's also basically useless until 8th level (when the casters can rest long enough to regain spells.
It's also GMs of the Thou Shalt Not Rest in Dungeons school keep nerfing it or giving advise about how to make it too dangerous to use.The ban hammer should be used sparingly.
As written the spell is far from foolproof. There's still a rope hanging out of the air, for example. It's better than pitching a tent, but still has limits.
Note the bold below. By my reasoning there's a minimum of 5 feet of rope sticking out. Pulling it in definitely qualifies as either removed and/or hidden.
Though I don't like the hidden part. Also, what exactly qualifies as "hidden" is up to interoperation.
ROPE TRICK
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (powdered corn and a twisted loop of parchment)
Range touch
Target one touched piece of rope from 5 ft. to 30 ft. long
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces. Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
| Atarlost |
The per diem paradigm is broken. It ruins pacing, creates perverse incentives, and forces a specific encounter schedule on the GM.
Until you somehow house rule all per diem abilities into continuously recharging or per encounter/scene abilities you'll have a problem.
If you can't fix the problem you should use no dungeon longer than the party should be able to get through. That's 4*APL total CR per dungeon for parties built like the iconics and probably not more than twice that for any but the most heavily optimized and efficiently played parties.
Or you can let them rest with impunity, or just ignore the concept of sleep and recharge everything every X*APL CR of encounters. It's ugly and metagamey but something like this is necessary.
CR is per encounter. It can't not be per encounter. That means to have a balanced game everything has to be per encounter. Per hour can be made to sort of work if you really despise per encounter mechanics, but only in as much as they approximate per encounter mechanics.
| Cevah |
The Hypertext d20 SRD:
"...Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space...."
They nerfed it! I did not realize it changed since 3.5.
/cevah
| Gisher |
thejeff wrote:It is. It's also basically useless until 8th level (when the casters can rest long enough to regain spells.
It's also GMs of the Thou Shalt Not Rest in Dungeons school keep nerfing it or giving advise about how to make it too dangerous to use.5th level if you have extend spell. (you'll need a 3rd level spell slot)
4th level if you have a lesser rod of extend spell (3000 GP).
Rings of Sustenance reduce sleeping time to 2 hours and are affordable before 8th level. Your rope is probably less likely to be discovered if you use it for a shorter time.
| HyperMissingno |
I've had one group of characters sleep in a dungeon. A level 1 group consisting of a life oracle, bard, summoner, and a paladin among other things. When we slept everyone was out of resources. I was out of channels and spells, the bard was out of performance and spells, the summoner's eidolon was at -2 HP, the paladin was not dead (FOE) but he was knocked out. Why didn't we camp out of the dungeon? We couldn't, the door closed behind us when we entered and we were looking for another way out.
Thank the gods the dungeon had doors we could close because when we woke up more elementals were banging on one of the doors to break it down.
| Tiny Coffee Golem |
"...Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space...."They nerfed it! I did not realize it changed since 3.5.
/cevah
I'd be fine with the rope counting as a creature if you pulled it in. I'm just not sure which version the spell is the correct one. DM option I guess.
| Gilfalas |
I tend to think that if you, as a player, over extend yourself in a dungeon such that you need to rest in the dungeon you deserve what you get.
Seriously if you enter an enemy fortress/dungeon/tower/temple and think you can attack some of them and then rest right there without patrols looking for you or creatures moving about their business coming across you and finding you then you deserve to die as your character is too stupid to live.
I see many folks saying the GM should take character rests into account. I counter this with PLAYERS should take character rest into account and act accordingly. Use hit and run tactics on the enemy to draw some of them out and thin their numbers before entering. Have a fallback location outside the lair already planned before entering the dungeon so you can get there quickly when you need to rest.
SAVE some resources for the trip out/the evening so if your found you can fight.
Smart adventurers live. Dumb ones use up all their resources and then camp in the dungeon.