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General Tabletop Discussion
*Dungeons & Dragons
2 surges per rest
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<blockquote data-quote="Balesir" data-source="post: 6244438" data-attributes="member: 27160"><p>I was about to make this observation, but I think it's more than a quirk, to be honest. Defenders' job is to take damage so that the rest of the party don't - they can't do that (without being a drain on the party) if the limit on recovery is a flat "X surges per extended rest".</p><p></p><p>Here's another alternative that seems to work OK (I have used it for part of the Paragon section of our campaign):</p><p></p><p>Each area has a "safety rating" for XRs (extended rests), on a scale from 1 to 6. 1 means "exceedingly safe" and 6 means "you'll get a fragmented rest here at best.</p><p></p><p>To regain a surge <em>or a Daily power</em> or anything else you get from an XR, you need to roll the safety rating or higher on a d6. For surges, this can sometimes be done in batches, for simplicity (e.g., in a safety 5 area you get one surge back for every three expended, and then roll for any "odd" surges in excess of multiples of three).</p><p></p><p>Action points, daily item uses (which we still use) and milestones reset at any XR - as do things like Shadowfell curse cards and so on, ring powers and powers that say "plus X per Y since the last extended rest".</p><p></p><p>A cosy inn in a safe town gets a rating of "1"; a dingy room in the dungeon with a dodgy door gets a "5" or a "6"...</p><p></p><p>So far this system seems to work tolerably well, with players only choosing to rest in unsafe places if in dire need (and then every surge lost - and daily power used - really does count!).</p></blockquote><p></p>
[QUOTE="Balesir, post: 6244438, member: 27160"] I was about to make this observation, but I think it's more than a quirk, to be honest. Defenders' job is to take damage so that the rest of the party don't - they can't do that (without being a drain on the party) if the limit on recovery is a flat "X surges per extended rest". Here's another alternative that seems to work OK (I have used it for part of the Paragon section of our campaign): Each area has a "safety rating" for XRs (extended rests), on a scale from 1 to 6. 1 means "exceedingly safe" and 6 means "you'll get a fragmented rest here at best. To regain a surge [I]or a Daily power[/I] or anything else you get from an XR, you need to roll the safety rating or higher on a d6. For surges, this can sometimes be done in batches, for simplicity (e.g., in a safety 5 area you get one surge back for every three expended, and then roll for any "odd" surges in excess of multiples of three). Action points, daily item uses (which we still use) and milestones reset at any XR - as do things like Shadowfell curse cards and so on, ring powers and powers that say "plus X per Y since the last extended rest". A cosy inn in a safe town gets a rating of "1"; a dingy room in the dungeon with a dodgy door gets a "5" or a "6"... So far this system seems to work tolerably well, with players only choosing to rest in unsafe places if in dire need (and then every surge lost - and daily power used - really does count!). [/QUOTE]
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