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Living Worlds
Living 4th Edition
6 Eagle Down (Judge : Garyh)
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<blockquote data-quote="elecgraystone" data-source="post: 4961284" data-attributes="member: 74232"><p>[sblock=OOC]On #1, only those that fight would have their rest interrupted by a random encounter, since it requires 'Strenuous Activity' to interrupt a rest. So if a single guard come in, the unwounded could take care of him while the wounded and/or the leader kept resting. Also, assuming you have a guard and/or some warning, the wounded people could always spend their surges before combat starts or before they take strenuous action. Until they actually enter the combat they are still in a short rest [assuming at least 5 min passed] and can spend their surges [only the leader is actually in a 'second' rest]. The RHR team is only under healed if surprised.</p><p> </p><p>As far as the RHR team being slower, that's true only until the surges run out of the other team. They then have to slow down and be VERY careful while the HRH team can go full steam ahead with plenty of surges left. Over all the RHR gets more done in less time IMO, as long as we aren't talking only a few encounters. </p><p> </p><p>On #3, that's fine. As long as the adventure is balanced with that in mind I have no problems with it. </p><p> </p><p>On #5, I said <em>'As far as the cloak, I'll wear it if no one else wants it.'.</em> I'm fine with having it as long as no one else wants it. It isn't my pick for a neck slot, but I'm not going to turn down +1 on my defenses. I'll hold off on adding it to my sheet until I'm 100% sure no one else wants it.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="elecgraystone, post: 4961284, member: 74232"] [sblock=OOC]On #1, only those that fight would have their rest interrupted by a random encounter, since it requires 'Strenuous Activity' to interrupt a rest. So if a single guard come in, the unwounded could take care of him while the wounded and/or the leader kept resting. Also, assuming you have a guard and/or some warning, the wounded people could always spend their surges before combat starts or before they take strenuous action. Until they actually enter the combat they are still in a short rest [assuming at least 5 min passed] and can spend their surges [only the leader is actually in a 'second' rest]. The RHR team is only under healed if surprised. As far as the RHR team being slower, that's true only until the surges run out of the other team. They then have to slow down and be VERY careful while the HRH team can go full steam ahead with plenty of surges left. Over all the RHR gets more done in less time IMO, as long as we aren't talking only a few encounters. On #3, that's fine. As long as the adventure is balanced with that in mind I have no problems with it. On #5, I said [I]'As far as the cloak, I'll wear it if no one else wants it.'.[/I] I'm fine with having it as long as no one else wants it. It isn't my pick for a neck slot, but I'm not going to turn down +1 on my defenses. I'll hold off on adding it to my sheet until I'm 100% sure no one else wants it. [/sblock] [/QUOTE]
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