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4e DMs: Allow players a 5 minute rest after EVERY encounter?
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<blockquote data-quote="FireLance" data-source="post: 5102808" data-attributes="member: 3424"><p>As others have mentioned, I find that it is generally useful to think of an encounter as everything that happens between rests. If the PCs are having too easy a time, consider adding additional enemies at the start of the next encounter, having reinforcements show up after a few rounds, or planning multi-stage encounters where the PCs have to defeat separate groups of enemies before they can take a rest.</p><p></p><p>One example of a multi-stage encounter was something I used as the final battle of the last adventure I ran. The PCs were in a volcano, running ahead of a slowly advancing field of "magical fire" (for various reasons that I will not go into now, I chose not to call it "lava"). In order to escape, they had to run through three rooms and fight the enemies there without resting between fights. IMO, it made for a fairly tense encounter as the PCs had to keep running ahead of the creeping field of "magical fire" while dealing with their enemies. </p><p></p><p>Another possible alternative, if you want to recapture the feel of attritioning hit points and resources, is to mess with the default time frame of the game: essentially, everything that happens after a short rest now happens after an extended rest, and everything that happens after an extended rest now happens after a full week of rest. This idea is discussed more fully <a href="http://www.enworld.org/forum/general-rpg-discussion/260358-suppose-i-mess-default-time-frame-game.html" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5102808, member: 3424"] As others have mentioned, I find that it is generally useful to think of an encounter as everything that happens between rests. If the PCs are having too easy a time, consider adding additional enemies at the start of the next encounter, having reinforcements show up after a few rounds, or planning multi-stage encounters where the PCs have to defeat separate groups of enemies before they can take a rest. One example of a multi-stage encounter was something I used as the final battle of the last adventure I ran. The PCs were in a volcano, running ahead of a slowly advancing field of "magical fire" (for various reasons that I will not go into now, I chose not to call it "lava"). In order to escape, they had to run through three rooms and fight the enemies there without resting between fights. IMO, it made for a fairly tense encounter as the PCs had to keep running ahead of the creeping field of "magical fire" while dealing with their enemies. Another possible alternative, if you want to recapture the feel of attritioning hit points and resources, is to mess with the default time frame of the game: essentially, everything that happens after a short rest now happens after an extended rest, and everything that happens after an extended rest now happens after a full week of rest. This idea is discussed more fully [URL="http://www.enworld.org/forum/general-rpg-discussion/260358-suppose-i-mess-default-time-frame-game.html"]here[/URL]. [/QUOTE]
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4e DMs: Allow players a 5 minute rest after EVERY encounter?
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