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A simulationist DM has a few reluctant questions about 4E
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<blockquote data-quote="Anax" data-source="post: 4280522" data-attributes="member: 19868"><p>My take on the "five minute rest break" is two-fold:</p><p></p><p>From a simulationist point of view, this is about catching a breather. You need a short period of down time to hang your head, catch your breath, make sure everybody is okay (nobody got hurt and didn't realize it), patch up any problems like broken/cut ties on armor, etc.</p><p></p><p>From a narrative point of view, it's not really an important distinction. One "encounter" ends when the scene ends. It doesn't really matter how long it takes or for what reason, one scene has ended, and everybody is good to go if something goes all swordy-and-firebally again.</p><p></p><p>From a gameplay perspective, the reason for this definition is to prevent exploitation. You can't run around the corner, determine that you have escaped (and the encounter is over), and then run back. You have to take a time out. Without that constraint, you can abuse the system. With it, the DM has a tool to smack you down if you do abuse it. If the DM chooses, he may decide that a new encounter is beginning and things are refreshed regardless of how much time has passed--but if the players choose to try to force the issue, he can insist on a five minute break.</p></blockquote><p></p>
[QUOTE="Anax, post: 4280522, member: 19868"] My take on the "five minute rest break" is two-fold: From a simulationist point of view, this is about catching a breather. You need a short period of down time to hang your head, catch your breath, make sure everybody is okay (nobody got hurt and didn't realize it), patch up any problems like broken/cut ties on armor, etc. From a narrative point of view, it's not really an important distinction. One "encounter" ends when the scene ends. It doesn't really matter how long it takes or for what reason, one scene has ended, and everybody is good to go if something goes all swordy-and-firebally again. From a gameplay perspective, the reason for this definition is to prevent exploitation. You can't run around the corner, determine that you have escaped (and the encounter is over), and then run back. You have to take a time out. Without that constraint, you can abuse the system. With it, the DM has a tool to smack you down if you do abuse it. If the DM chooses, he may decide that a new encounter is beginning and things are refreshed regardless of how much time has passed--but if the players choose to try to force the issue, he can insist on a five minute break. [/QUOTE]
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