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Living Worlds
Living 4th Edition
6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4960234" data-attributes="member: 834"><p>[sblock=OOC]Ah, well, standard procedure for me is to prevent that by any means necessary. I hate it.</p><p></p><p>I am very loose with short rest and typically I assume that between two fights there is one single short rest, whether it lasts 10 seconds or 2 hours. </p><p></p><p>I have had a PCs rush through a keep in less than two minutes, like commandos, with short rests amounting to two deep breaths (which btw answered the old question <em>'why didn't the entire keep gang on the heroes after the first fight</em>' rather handily; they didn't have time to organize). </p><p></p><p>On the other hands, if there is more time between two fights, I want it treated as just one short rest in so far as possible. If a power is expanded during the rest, you start without it the next encounter. </p><p></p><p>The thought of six grown men sitting on their ass, waiting an arbitrary five minutes before the healing begins again... and then waiting five more minutes. *shudders*</p><p></p><p>Beside, the Bard specifically has a power meant to improve the use of healing surge during rest (Song of Rest). If that rest&heal&rest tactic is allowed to run amok, what good is that power? The bard himself would forego it to use majestic words starting at level 6!</p><p></p><p>Nah, just don't get used to it. If players insist on using that tactic (which technically is legal), I just make it a point to disrupt it at every turn by imposing time limits on the adventure (which there usually is anyway, I like 24!) or by sending random encounters if it makes sense at all (which it usually do).</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4960234, member: 834"] [sblock=OOC]Ah, well, standard procedure for me is to prevent that by any means necessary. I hate it. I am very loose with short rest and typically I assume that between two fights there is one single short rest, whether it lasts 10 seconds or 2 hours. I have had a PCs rush through a keep in less than two minutes, like commandos, with short rests amounting to two deep breaths (which btw answered the old question [I]'why didn't the entire keep gang on the heroes after the first fight[/I]' rather handily; they didn't have time to organize). On the other hands, if there is more time between two fights, I want it treated as just one short rest in so far as possible. If a power is expanded during the rest, you start without it the next encounter. The thought of six grown men sitting on their ass, waiting an arbitrary five minutes before the healing begins again... and then waiting five more minutes. *shudders* Beside, the Bard specifically has a power meant to improve the use of healing surge during rest (Song of Rest). If that rest&heal&rest tactic is allowed to run amok, what good is that power? The bard himself would forego it to use majestic words starting at level 6! Nah, just don't get used to it. If players insist on using that tactic (which technically is legal), I just make it a point to disrupt it at every turn by imposing time limits on the adventure (which there usually is anyway, I like 24!) or by sending random encounters if it makes sense at all (which it usually do). [/sblock] [/QUOTE]
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