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General Tabletop Discussion
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Are there really encounter powers?
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<blockquote data-quote="Tormyr" data-source="post: 6341517" data-attributes="member: 6776887"><p>The 1 hour short rest is something I really like about this version. The party has to strive and work together to survive. A couple of weeks ago, the level 3 party ran their first encounter since a long rest invading a temple of Hextor. 12 skeletons in plate armor, 8 cultists and a couple Tiefling guards later, the party wanted a short rest, but they had seen some cultists run into the next room. In the end, they decided to start by having the cleric do a prayer of healing, a spell with a 10 minute casting time. He sat hidden in a corner praying to Heironeous to heal them while the clerics of Hextor periodically fired crossbow bolts and summoned a fiendish ape (reskinned giant carniverous ape from the playtest).</p><p></p><p>They held everything off, killed the ape and got their healing. They also decided that there was no way they were going to be able to get a short rest uninterrupted. They pressed on, and with the help of some imaginative roleplaying, they survived the encounter agains 2 level 3 clerics and a level 5 cleric and their remaining guards. They were stretched to the breaking point, all their special abilities were used up, but they made it. After that, they got their short rest.</p><p></p><p>In my opinion, the short rest is not something that is automatic after each encounter or even when the party thinks they need it. They have to make the conditions for the short rest fit the story. Do we rest here? Do we retreat? Do we press on? Do the conditions even give us the chance at a short rest. That brings the players into the center of the decision making process instead of just being along for the ride. Knowing this, they will be less likely to blow all of their special abilities in the first encounter and instead figure out when they need to hit harder and heal faster. And when they strive and struggle and overcome or die, the story is the more memorable for it.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6341517, member: 6776887"] The 1 hour short rest is something I really like about this version. The party has to strive and work together to survive. A couple of weeks ago, the level 3 party ran their first encounter since a long rest invading a temple of Hextor. 12 skeletons in plate armor, 8 cultists and a couple Tiefling guards later, the party wanted a short rest, but they had seen some cultists run into the next room. In the end, they decided to start by having the cleric do a prayer of healing, a spell with a 10 minute casting time. He sat hidden in a corner praying to Heironeous to heal them while the clerics of Hextor periodically fired crossbow bolts and summoned a fiendish ape (reskinned giant carniverous ape from the playtest). They held everything off, killed the ape and got their healing. They also decided that there was no way they were going to be able to get a short rest uninterrupted. They pressed on, and with the help of some imaginative roleplaying, they survived the encounter agains 2 level 3 clerics and a level 5 cleric and their remaining guards. They were stretched to the breaking point, all their special abilities were used up, but they made it. After that, they got their short rest. In my opinion, the short rest is not something that is automatic after each encounter or even when the party thinks they need it. They have to make the conditions for the short rest fit the story. Do we rest here? Do we retreat? Do we press on? Do the conditions even give us the chance at a short rest. That brings the players into the center of the decision making process instead of just being along for the ride. Knowing this, they will be less likely to blow all of their special abilities in the first encounter and instead figure out when they need to hit harder and heal faster. And when they strive and struggle and overcome or die, the story is the more memorable for it. [/QUOTE]
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