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<blockquote data-quote="Silvergriffon" data-source="post: 3958193" data-attributes="member: 58431"><p>I am of the opinion (in the absence of any rules information) that encounters will begin with determining initiative order and end when initiative is no longer important, as ainatan also suggested above. Furthermore, any time you are doing something important enough to merit a roll, you are in an encounter. This may be a combat encounter, a social encounter, an encounter with a trap, a chance meeting with an animal in a secluded glen, picking a lock, or even shooting some fruit out of a tree. If only a single character is acting in an encounter and there is no opponent that will be taking any actions, the first step of the encounter was still the determination of initiative order, but an initiative check was not necessary and is simply assumed.</p><p></p><p>I don't think its a good idea to rigidly define how long you have to rest to recharge per encounter abilities. In some campaigns one encounter often happens right on the heels of another. If you have to wait 1 minute, for example, then there will be many times that these powers that are supposed to be available once during every encounter actually won't be. If they are "per encounter" abilities, then I stongly believe that the characters should have the option to use them in each and every encounter. Sure, there will be some instances when a given encounter ability just isn't applicable, but that's a far cry from saying that you have to wait to use it again just because you are playing in a fast-paced campaign. </p><p></p><p>For example, the party finishes killing a group of bandits and turn their attention to tending their wounds and looting the bodies. But before they can search the first corpse, some beasties attracted by the smell of fresh blood show up. The DM calls for initiative checks again, and everyone can use their encounter abilities again.</p><p></p><p>That would be my preference, anyway.</p></blockquote><p></p>
[QUOTE="Silvergriffon, post: 3958193, member: 58431"] I am of the opinion (in the absence of any rules information) that encounters will begin with determining initiative order and end when initiative is no longer important, as ainatan also suggested above. Furthermore, any time you are doing something important enough to merit a roll, you are in an encounter. This may be a combat encounter, a social encounter, an encounter with a trap, a chance meeting with an animal in a secluded glen, picking a lock, or even shooting some fruit out of a tree. If only a single character is acting in an encounter and there is no opponent that will be taking any actions, the first step of the encounter was still the determination of initiative order, but an initiative check was not necessary and is simply assumed. I don't think its a good idea to rigidly define how long you have to rest to recharge per encounter abilities. In some campaigns one encounter often happens right on the heels of another. If you have to wait 1 minute, for example, then there will be many times that these powers that are supposed to be available once during every encounter actually won't be. If they are "per encounter" abilities, then I stongly believe that the characters should have the option to use them in each and every encounter. Sure, there will be some instances when a given encounter ability just isn't applicable, but that's a far cry from saying that you have to wait to use it again just because you are playing in a fast-paced campaign. For example, the party finishes killing a group of bandits and turn their attention to tending their wounds and looting the bodies. But before they can search the first corpse, some beasties attracted by the smell of fresh blood show up. The DM calls for initiative checks again, and everyone can use their encounter abilities again. That would be my preference, anyway. [/QUOTE]
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