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Community
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D&D Older Editions
4e Constitution - what a waste of time !
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<blockquote data-quote="deleteme123456" data-source="post: 4674305" data-attributes="member: 65832"><p>In general, I find about 10-15 minutes between rooms is enough for a party of 5 with one leader, and usually this makes sense, they're searching the room/looting the bodies/disabling any remaining traps, etc. The cleric probably doesn't have to healing word everyone, many people will be close enough to full or full with just their own surge value, and if you're only going to be down 2-3 HP you just suck it up and let the cleric use the word on someone else.</p><p></p><p>If you have a low-level Bard, you don't have to play any games since everyone can just add the bard's CHA mod to all surges spent at the end of the rest. Sadly this degrades again at 6th level where the bard healing power is 1d6+CHA.</p><p></p><p>If you're going to stick it your players that they can't use healing powers between encounters more or less freely (as has been encouraged, repeatedly, and confirmed, by multiple inquires to WotC), well, then that's your stick to beat I guess. If there was a real pressing reason why they should just press on to the next room without delay, I would look for a good roleplaying / story device to encourage this rather than the wandering monster just attacking them. Alternatively, you could do something like add 1-2 minions of the party level or level +1 for every 5 minutes they spend resting. It's not going to drastically change the fight, but it will make it slightly more challenging, and it's just a negative reinforcement cycle--the longer the rest, the harder the next fight is, the more surges they have to use, the fewer encounters they can get through in a day. You just reintroduce the problem you're trying to solve (use fewer surges) by doing this.</p></blockquote><p></p>
[QUOTE="deleteme123456, post: 4674305, member: 65832"] In general, I find about 10-15 minutes between rooms is enough for a party of 5 with one leader, and usually this makes sense, they're searching the room/looting the bodies/disabling any remaining traps, etc. The cleric probably doesn't have to healing word everyone, many people will be close enough to full or full with just their own surge value, and if you're only going to be down 2-3 HP you just suck it up and let the cleric use the word on someone else. If you have a low-level Bard, you don't have to play any games since everyone can just add the bard's CHA mod to all surges spent at the end of the rest. Sadly this degrades again at 6th level where the bard healing power is 1d6+CHA. If you're going to stick it your players that they can't use healing powers between encounters more or less freely (as has been encouraged, repeatedly, and confirmed, by multiple inquires to WotC), well, then that's your stick to beat I guess. If there was a real pressing reason why they should just press on to the next room without delay, I would look for a good roleplaying / story device to encourage this rather than the wandering monster just attacking them. Alternatively, you could do something like add 1-2 minions of the party level or level +1 for every 5 minutes they spend resting. It's not going to drastically change the fight, but it will make it slightly more challenging, and it's just a negative reinforcement cycle--the longer the rest, the harder the next fight is, the more surges they have to use, the fewer encounters they can get through in a day. You just reintroduce the problem you're trying to solve (use fewer surges) by doing this. [/QUOTE]
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