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<blockquote data-quote="Jester David" data-source="post: 7988616" data-attributes="member: 37579"><p>PF1 also tended to have players healing up to full each fight. It just tended to require 10 minutes and a <em>wand of cure light wounds</em>. </p><p>It makes for easier balance: you know how hard fights will be since the party is generally at or near 100%. (Which is also why 4e introduced short rests and spending healing surges.)</p><p></p><p>I think the problem is one we discussed in another thread: the adventure writer not knowing what the balance was yet and assuming it was like PF1 where an at-level fight was relatively easy and you could have four in a day without being pressed.</p><p>APs also tend to have hard XP caps: they need to get people from level A to level B in a set number of pages, with either means a whole bunch of filler encounters or a smaller number of really, really hard encounters.</p><p></p><p>Ironically, the change to 1 hour short rests in 5e was explicitly because of feedback that 5-10 minutes was too short: DMs didn't know how much would change in the dungeon due to a short rest. So it was made an hour so it would be easier to accept things changing and the passage of time. Monsters would move locations and things would shift, and you couldn't just have a long rest in a room where you killed a bunch of dudes next to the chamber of other dudes you're about to murder. </p><p></p><p></p><p>I'd recommend introducing a small narrative house rules to make things easier: reduce the duration of rests. Adjust the time it takes to heal to full from 1 hour to 10 minutes. Which still allows focus spells to recharge but doesn't disrupt verisimilitude like sitting around for an hour.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7988616, member: 37579"] PF1 also tended to have players healing up to full each fight. It just tended to require 10 minutes and a [I]wand of cure light wounds[/I]. It makes for easier balance: you know how hard fights will be since the party is generally at or near 100%. (Which is also why 4e introduced short rests and spending healing surges.) I think the problem is one we discussed in another thread: the adventure writer not knowing what the balance was yet and assuming it was like PF1 where an at-level fight was relatively easy and you could have four in a day without being pressed. APs also tend to have hard XP caps: they need to get people from level A to level B in a set number of pages, with either means a whole bunch of filler encounters or a smaller number of really, really hard encounters. Ironically, the change to 1 hour short rests in 5e was explicitly because of feedback that 5-10 minutes was too short: DMs didn't know how much would change in the dungeon due to a short rest. So it was made an hour so it would be easier to accept things changing and the passage of time. Monsters would move locations and things would shift, and you couldn't just have a long rest in a room where you killed a bunch of dudes next to the chamber of other dudes you're about to murder. I'd recommend introducing a small narrative house rules to make things easier: reduce the duration of rests. Adjust the time it takes to heal to full from 1 hour to 10 minutes. Which still allows focus spells to recharge but doesn't disrupt verisimilitude like sitting around for an hour. [/QUOTE]
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