Post by lucid on Sept 25, 2011 11:43:18 GMT -5
Resting mid-dungeon, to me, offsets the fact that any pausing to actually RP anywhere in-dungeon is eating up a lethal quantity of your buff time.
A brief conversation that in RL would take one minute takes longer by text than by speech. Whatever ratio you want, X minutes of real time for that conversation is a huge bite in the adjusted hours/lvl of spell duration. Or turns/lvl, worse luck. Add up a few of these and you see why powergamers hate RPers.
So I see three choices, all with crappy points:
1. Respect the mechanics, ignore RP in favor of plowing through before buffs fade
2. Get your RP on and let the spells fade, accept that you won't be clearing this dungeon and should retreat well before fade to give you time
3. Get your RP on and clear the dungeon with the one OOC speedbump of an odd rest to renew the buffs
I see 3 as the lesser evil. I also prefer RP to not have speedbumps, and resting is certainly one of them, along with healing kits and a dozen other compromises to reality this engine creates. And I'm willing to take a dive for RP, but not for a mechanical inconsistency with the very RP I'm supposed to be taking a dive for.
what about accurately planning conserving the amount of magic used, and rping it as such. I know alot of people who buff before you enter a dungeon.
but what about buffing half way through, or saving the best magic for last. buffs included.
buffs per hour here last plenty of time.. 10 minutes per level actually, so that means a level 8 caster gets about an hour and twenty minutes un extended for their spells. that plenty of time for most level 8 casters. turn per level casters get 10 minutes at level 10, 20 minutes at an extended. spell.. also plenty of time given the added bonus of most turn per level spells.
you can talk and walk too.. no reason Rping should "take longer" .. especially if someone is scouting.., talk while the scout finds out what is ahead.
That's very good in theory, and I'm sure you can offer examples of dungeons that fit that bill, but I'd offer the notion that there actually are some dungeons out there which cannot be done in the manner you suggest. I have a low level cleric who's gone Gnolling more times than I can count, and without buffs we'd get clobbered on the top floor. With buffs, you have to turn back at the stairs unless you're planning to rest below somewhere.
Also, "Save the best for last", I actually do that. Anything that's turns or minutes per level gets saved and used before big fights, and even some extra Protection from Evil to keep the mental madness off us should they fade prematurely. But many of the spells we're talking about here have to be in place before you touch the door. Can you tell me a way to wait halfway through the Valkur's Roar crypt before casting Protection from Evil? Also, the fire tower in Mistwood...you have to buff to the point of glowing to even -get- there, or the yuanti will eat you alive. When you come out, buffs are fading...the only way to get out is to rest at the base of their tower, in the heart of their territory. I honestly don't even know if this is still possible, probably not.
The Walk and Talk thing is fine...in scenarios where you can actually do that. It comes up a lot that you cannot, be it praying over a corpse you've found, or whatever. If you haven't seen it, I don't guess I can convince you it exists just by saying I have, so I'll just leave that.
Either way, I have to wonder what experience you're speaking from here. When's the last time you brought a caster up from 1 in this mod? It's all very well to say Entori does okay, but his spells last a tad bit longer than mine, to say nothing of quantity.