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General Tabletop Discussion
*Pathfinder & Starfinder
Changing the Duration of a Rest
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<blockquote data-quote="Radiating Gnome" data-source="post: 5849202" data-attributes="member: 150"><p>Actually (putting on my well-worn 4e apologist hat) I like a lot of the way healing is handled in 4e -- a fairly permissive basic set of rules that we've manipulated and adapted for different situations to create the scene/story moments we've wanted to created (my Co-DMs and me in our home game). </p><p></p><p>We've done things like half-exented rests when the PCs are not able to rest comfortably -- basically count the number of healing surges and dailies your character has expended, and you recover half that number back instead of the full number. It gives the PCs choices to make (are dailies more important than your surges?), and slowly bleeds away resources. </p><p></p><p>I've also done things like used skill challenges to represent overland travel -- so each skill check round represents a day of travel (usually there are embedded skill checks that determine whether there are encounters on the road) and I don't allow an extended rest unless the PCs stop traveling for a day (which may or may not represent a failure in the challenge, depending upon how I've written it). Often, in those extended challenges, failures on some checks also inflict special penalties (based on things like sprains, wounds, exhaustion, etc) that also don't go away unless the PCs rest.</p><p></p><p>The key thing, for me, is the idea that the 4e designers most often repeated (at least in what I've read) -- they look at an option and ask themselves "What would be the most fun" from the player's point of view. </p><p></p><p>And, really, having your character gimped is rarely the most fun option. If a PC has daily powers, it would seem to make sense that the player should expect to be able to use them at least once per game session under normal conditions. So, I tend to only use these sorts of mechanics as exceptions, when I'm trying to do something specific -- which again brings me back to my 4e apologist's hat -- I like the exceptions-based idea; a fairly generous healing system that I can tweak for specific exceptions. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 5849202, member: 150"] Actually (putting on my well-worn 4e apologist hat) I like a lot of the way healing is handled in 4e -- a fairly permissive basic set of rules that we've manipulated and adapted for different situations to create the scene/story moments we've wanted to created (my Co-DMs and me in our home game). We've done things like half-exented rests when the PCs are not able to rest comfortably -- basically count the number of healing surges and dailies your character has expended, and you recover half that number back instead of the full number. It gives the PCs choices to make (are dailies more important than your surges?), and slowly bleeds away resources. I've also done things like used skill challenges to represent overland travel -- so each skill check round represents a day of travel (usually there are embedded skill checks that determine whether there are encounters on the road) and I don't allow an extended rest unless the PCs stop traveling for a day (which may or may not represent a failure in the challenge, depending upon how I've written it). Often, in those extended challenges, failures on some checks also inflict special penalties (based on things like sprains, wounds, exhaustion, etc) that also don't go away unless the PCs rest. The key thing, for me, is the idea that the 4e designers most often repeated (at least in what I've read) -- they look at an option and ask themselves "What would be the most fun" from the player's point of view. And, really, having your character gimped is rarely the most fun option. If a PC has daily powers, it would seem to make sense that the player should expect to be able to use them at least once per game session under normal conditions. So, I tend to only use these sorts of mechanics as exceptions, when I'm trying to do something specific -- which again brings me back to my 4e apologist's hat -- I like the exceptions-based idea; a fairly generous healing system that I can tweak for specific exceptions. -rg [/QUOTE]
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