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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Constitution - what a waste of time !
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<blockquote data-quote="twilsemail" data-source="post: 4674348" data-attributes="member: 79628"><p>This isn't resting.</p><p> </p><p></p><p> </p><p>Bards are awesome like that. Also, letting the cleric use unlimited healing powers gimps the bard more than a little.</p><p> </p><p></p><p> </p><p>I'll acknowledge that they've comfirmed that the rules allow this to happen. I've no doubt of that, and my players are free to attempt it. If they're in the middle of a dungeon... well combat ain't quiet and there's bound to be someone who heard you. 5 minutes. Fine, that's time for them to get themselves together in the next room. More than that and they're hunting for you.</p><p> </p><p> </p><p>That's certainly an alternative. Wandering monster is probably a poor choice of words, again. If they're in a dungeon, there's critters in there. I tend to map out where critters are in my dungeons and adjust their locations based on PC actions and time tables. Outdoors the PCs would probably be fine camping after an ambush, but that also means my ambushes tend to be harsh and there's a need to take a bit of a break.</p><p> </p><p></p><p> </p><p>I don't follow. Why would "use fewer surges" be my goal? My players tend to work the heck out of their adventuring day, getting between 4 and 6 encounters per day. They spend almost all, if not all of their surges between waking and sleeping. This seems to be the formula that WotC intended. By the time they rest they've generally used up all of their dailies and item powers and are low, if not out of Action points. If they had more surges, then they'd most likely just go to sleep with a few left over.</p></blockquote><p></p>
[QUOTE="twilsemail, post: 4674348, member: 79628"] This isn't resting. Bards are awesome like that. Also, letting the cleric use unlimited healing powers gimps the bard more than a little. I'll acknowledge that they've comfirmed that the rules allow this to happen. I've no doubt of that, and my players are free to attempt it. If they're in the middle of a dungeon... well combat ain't quiet and there's bound to be someone who heard you. 5 minutes. Fine, that's time for them to get themselves together in the next room. More than that and they're hunting for you. That's certainly an alternative. Wandering monster is probably a poor choice of words, again. If they're in a dungeon, there's critters in there. I tend to map out where critters are in my dungeons and adjust their locations based on PC actions and time tables. Outdoors the PCs would probably be fine camping after an ambush, but that also means my ambushes tend to be harsh and there's a need to take a bit of a break. I don't follow. Why would "use fewer surges" be my goal? My players tend to work the heck out of their adventuring day, getting between 4 and 6 encounters per day. They spend almost all, if not all of their surges between waking and sleeping. This seems to be the formula that WotC intended. By the time they rest they've generally used up all of their dailies and item powers and are low, if not out of Action points. If they had more surges, then they'd most likely just go to sleep with a few left over. [/QUOTE]
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