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<blockquote data-quote="Squire James" data-source="post: 5248742" data-attributes="member: 548"><p>If you allow no rests at all, then you basically need to gauge the difficulty of the encounter based on ALL the monsters and hazardous terrain in the whole darn thing. And the group will be fighting the Big Bad with only at-wills and perhaps with a bunch of healing surges they can't use. If that is exactly what you want, fine. However, I think that will make the final fight VERY grindy and unfun.</p><p></p><p>I suggest allowing "mini rests" between the sub-encounters - representing a round or two of rest to "catch their breath". Each player gains a fixed number of recharges, usable to regain an encounter power or spend a healing surge. Make the number low enough they can't get everything back unless they really went cheap on the previous sub-encounter.</p><p></p><p>You can work it into the skill challenge - maybe success increases the recharge number rather than reduce the number of guards. Or maybe they get 1 or 2 extra recharges if they accept a failure in the skill challenge.</p><p></p><p>This will also allow you to be a bit rougher on the party without making it unsurvivable.</p></blockquote><p></p>
[QUOTE="Squire James, post: 5248742, member: 548"] If you allow no rests at all, then you basically need to gauge the difficulty of the encounter based on ALL the monsters and hazardous terrain in the whole darn thing. And the group will be fighting the Big Bad with only at-wills and perhaps with a bunch of healing surges they can't use. If that is exactly what you want, fine. However, I think that will make the final fight VERY grindy and unfun. I suggest allowing "mini rests" between the sub-encounters - representing a round or two of rest to "catch their breath". Each player gains a fixed number of recharges, usable to regain an encounter power or spend a healing surge. Make the number low enough they can't get everything back unless they really went cheap on the previous sub-encounter. You can work it into the skill challenge - maybe success increases the recharge number rather than reduce the number of guards. Or maybe they get 1 or 2 extra recharges if they accept a failure in the skill challenge. This will also allow you to be a bit rougher on the party without making it unsurvivable. [/QUOTE]
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