Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KidSnide" data-source="post: 4732690" data-attributes="member: 54710"><p>In my experience, this is highly dependent on the campaign. I play in one game in which the PCs are running through the WotC modules (near the end of P3 right now) in largely the way we think they were meant to be run. In that type of game, where the PCs are clearing out dungeons looking for treasure, you are absolutely right -- the party controls the timing and the only reason we don't extended rest after nearly every fight is because we like a challenge and it would feel lame to nova on each fight. Sometimes we have a meta challenge to see how many encounters we can take before we have to rest.</p><p></p><p>For a GM to control rest mechanics in a dungeon type game, he needs to divide up a dungeon into zones where the monsters within a zone will take action (including - presumably - searching for invaders) if their area is attacked and they have enough time to rally a defense. If this dynamic is well communicated to the PCs, then there is intentionality about when to rest - particularly if you give the PCs decent information about the sizes of zones. (In my opinion, most dungeons should start with an opportunity to steal a map and interrogate a prisoner so the PCs have a sense of what is in which direction. That way, exploration is a series of meaningful decisions and not a brainless exercise in choosing left door vs. right door.)</p><p></p><p>However, in a plot/event-driven game (as opposed to an exploration-driven game), the GM almost always controls the number of encounters. If you attack the enemy tower in a plot game, you usually have to do the whole tower in one go. If you stop to rest, the enemy is going to flee/counter-attack/kill the hostage or do whatever you're trying to stop. </p><p></p><p>The original Freeport games are good examples of these. There are one or two exploration points in which the PCs can decide how fast to explore, but mostly they are event-driven games where the PCs are reacting to a game world in which they can rest at any point, but risk forfeiting that section of plot when they do so. I don't consider that rail-roading the the PCs -- that's just writing a good event-driven game, and extended rests are well suited to that framework.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 4732690, member: 54710"] In my experience, this is highly dependent on the campaign. I play in one game in which the PCs are running through the WotC modules (near the end of P3 right now) in largely the way we think they were meant to be run. In that type of game, where the PCs are clearing out dungeons looking for treasure, you are absolutely right -- the party controls the timing and the only reason we don't extended rest after nearly every fight is because we like a challenge and it would feel lame to nova on each fight. Sometimes we have a meta challenge to see how many encounters we can take before we have to rest. For a GM to control rest mechanics in a dungeon type game, he needs to divide up a dungeon into zones where the monsters within a zone will take action (including - presumably - searching for invaders) if their area is attacked and they have enough time to rally a defense. If this dynamic is well communicated to the PCs, then there is intentionality about when to rest - particularly if you give the PCs decent information about the sizes of zones. (In my opinion, most dungeons should start with an opportunity to steal a map and interrogate a prisoner so the PCs have a sense of what is in which direction. That way, exploration is a series of meaningful decisions and not a brainless exercise in choosing left door vs. right door.) However, in a plot/event-driven game (as opposed to an exploration-driven game), the GM almost always controls the number of encounters. If you attack the enemy tower in a plot game, you usually have to do the whole tower in one go. If you stop to rest, the enemy is going to flee/counter-attack/kill the hostage or do whatever you're trying to stop. The original Freeport games are good examples of these. There are one or two exploration points in which the PCs can decide how fast to explore, but mostly they are event-driven games where the PCs are reacting to a game world in which they can rest at any point, but risk forfeiting that section of plot when they do so. I don't consider that rail-roading the the PCs -- that's just writing a good event-driven game, and extended rests are well suited to that framework. -KS [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
Top