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<blockquote data-quote="Schmoe" data-source="post: 7989197" data-attributes="member: 913"><p>That's a good question. Fundamentally, the very existence of an "inexhaustible" supply of healing is what is driving the players to force the time issue. If Treat Wounds didn't exist (and abilities like it), the players would simply ration out the few expendable resources they have, move on, and quit for the day when they were out of expendable healing. </p><p></p><p>In a way I think this parallels the one-and-done problem - fight a tough battle, then take a full rest to get back up to full health. The only difference in this case is the time scale of one hour compared to one day, and of course some tricks can't be recovered over an hour, but the nature of the problem is the same - how do you encourage adventure pacing that doesn't feel artificial and disjointed?</p><p></p><p>I can only really think of two ideas. The first one is really about adventure design. There needs to be a healthy mix of encounters, along with realistic behavior from opponents, so that intelligent play can allow the players to piecemeal their way through the adventure and avoid most of the danger until the climax, but poor play could bring down the wrath of an entire dungeon and potentially force retreat. Many 1e adventures were setup this way, but from the sound of Age of Ashes I don't think that's the kind of AP it is.</p><p></p><p>The second is to just dispel with HP as a limited resource outside the context of a single encounter. Assume everyone is at full health at the start of every encounter. Then the limited resources become more about abilities. That obviously requires some house-ruling, which it sounds like you don't want to do. I never played 4e, but my impression is it may have leaned in this direction.</p><p></p><p>In all cases, though, HP are only limited in respect to a particular time frame. Whether that time frame is an encounter, 10 minutes, an hour, or a day, there exists some amount of time after which you should assume the whole party is healed up. And I think it's reasonable to assume that the players will figure that out, and they will naturally gravitate toward resting up "as long as it takes."</p></blockquote><p></p>
[QUOTE="Schmoe, post: 7989197, member: 913"] That's a good question. Fundamentally, the very existence of an "inexhaustible" supply of healing is what is driving the players to force the time issue. If Treat Wounds didn't exist (and abilities like it), the players would simply ration out the few expendable resources they have, move on, and quit for the day when they were out of expendable healing. In a way I think this parallels the one-and-done problem - fight a tough battle, then take a full rest to get back up to full health. The only difference in this case is the time scale of one hour compared to one day, and of course some tricks can't be recovered over an hour, but the nature of the problem is the same - how do you encourage adventure pacing that doesn't feel artificial and disjointed? I can only really think of two ideas. The first one is really about adventure design. There needs to be a healthy mix of encounters, along with realistic behavior from opponents, so that intelligent play can allow the players to piecemeal their way through the adventure and avoid most of the danger until the climax, but poor play could bring down the wrath of an entire dungeon and potentially force retreat. Many 1e adventures were setup this way, but from the sound of Age of Ashes I don't think that's the kind of AP it is. The second is to just dispel with HP as a limited resource outside the context of a single encounter. Assume everyone is at full health at the start of every encounter. Then the limited resources become more about abilities. That obviously requires some house-ruling, which it sounds like you don't want to do. I never played 4e, but my impression is it may have leaned in this direction. In all cases, though, HP are only limited in respect to a particular time frame. Whether that time frame is an encounter, 10 minutes, an hour, or a day, there exists some amount of time after which you should assume the whole party is healed up. And I think it's reasonable to assume that the players will figure that out, and they will naturally gravitate toward resting up "as long as it takes." [/QUOTE]
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