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Making Combat Mean Something [+]
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<blockquote data-quote="el-remmen" data-source="post: 8935161" data-attributes="member: 11"><p>Boy, am I glad I have never seen "rocket tag" happen at my table. It seems like the easy solution to that is to just make sure the players can never really know how many encounters there may be in a given day and enforcing the no more than one long rest in 24 hours rule.</p><p></p><p>Anyway, I do use a version of the Lingering Wounds option, but in my games it is based on a Con check made if you have two failed death saves but manage to survive.</p><p></p><p>We also use an "Extended Rest" house rule, which is in addition to a Long Rest and Short Rest, and is defined by a week of uninterrupted nightly Long Rests and light activity otherwise. There are certain forms of damage or effects (like some Lingering Wound results) that require one or more extended rests to recover from (such as undead energy drain).</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8935161, member: 11"] Boy, am I glad I have never seen "rocket tag" happen at my table. It seems like the easy solution to that is to just make sure the players can never really know how many encounters there may be in a given day and enforcing the no more than one long rest in 24 hours rule. Anyway, I do use a version of the Lingering Wounds option, but in my games it is based on a Con check made if you have two failed death saves but manage to survive. We also use an "Extended Rest" house rule, which is in addition to a Long Rest and Short Rest, and is defined by a week of uninterrupted nightly Long Rests and light activity otherwise. There are certain forms of damage or effects (like some Lingering Wound results) that require one or more extended rests to recover from (such as undead energy drain). [/QUOTE]
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