Ferghis
First Post
I feel that the rules encourage taking an extended rest very often, especially for strikers (who's job is basically to nova), so I asked myself and my players how I could encourage them to manage their resources a bit more. After a bit of conversation, I implemented the following house rules:
There are no experience points. Characters level up during an extended rest after every three (or whatever) milestones. In of itself, this is off-topic, but it's relevance is cleared up below. I never really got xp (and I've been playing since the 1980s). Why is one xp? Why are there always given out in hundreds or thousands? It makes more sense to me to use a smaller number when tracking how close you are to gaining a level. To explain the low number of milestones necessary to level up, we wanted to push for some fast levelling up, for a variety of reasons, including the fact that it was a play-by-post game.
Milestones are usually gained for every encounter except the first one following an extended rest. This encourages characters to push on instead of resting. It also gives them more AP (which are fun for them to use) and more (before they changed the rules) uses of daily item powers. I can award milestones for exceptional first encounters of the day, and for difficult skill challenges. Players need not take a technical extended rest whenever they sleep. They only do so to recharge their surges and powers. This is the carrot portion of my idea.
The full benefits of an extended rest is only gained if a milestone has been achieved. If a milestone has not been achieved, an extended rest only recovers one daily power and half their lost surges. This is the stick portion of the idea. If they really want to recover everything and haven't really done much, it's going to waste time for less gain. The penalty here is mostly conceptual: I don't think a party would take an extended rest without a few milestones under these rules.
There are no experience points. Characters level up during an extended rest after every three (or whatever) milestones. In of itself, this is off-topic, but it's relevance is cleared up below. I never really got xp (and I've been playing since the 1980s). Why is one xp? Why are there always given out in hundreds or thousands? It makes more sense to me to use a smaller number when tracking how close you are to gaining a level. To explain the low number of milestones necessary to level up, we wanted to push for some fast levelling up, for a variety of reasons, including the fact that it was a play-by-post game.
Milestones are usually gained for every encounter except the first one following an extended rest. This encourages characters to push on instead of resting. It also gives them more AP (which are fun for them to use) and more (before they changed the rules) uses of daily item powers. I can award milestones for exceptional first encounters of the day, and for difficult skill challenges. Players need not take a technical extended rest whenever they sleep. They only do so to recharge their surges and powers. This is the carrot portion of my idea.
The full benefits of an extended rest is only gained if a milestone has been achieved. If a milestone has not been achieved, an extended rest only recovers one daily power and half their lost surges. This is the stick portion of the idea. If they really want to recover everything and haven't really done much, it's going to waste time for less gain. The penalty here is mostly conceptual: I don't think a party would take an extended rest without a few milestones under these rules.