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<blockquote data-quote="SkullThrone" data-source="post: 5341697" data-attributes="member: 96083"><p>On the contrary, defining a short-rest as 6 hours in actually speeds up the game. After each combat using the 4e rules as defined, a short-rest is taken after every combat, and people converse over who has something that can give them bonuses to their healing to maximize it. Plus, everyone is flipping cards over or erasing used Encounter Power marks.</p><p></p><p>In Hardcore...first the encounter itself is faster, as less of a battle is required to tax the party. Plus you get nothing back...So there is no post combat book keeping. Play goes immediately into looting, and they typically know that "Here" is not a good spot to rest for 6 hours, so they push on.</p><p></p><p></p><p></p><p>I've done this, but having to manufacture a sense of urgency gets tiring as a DM, and unless you plan on keeping this up, it ultimately won't have that much an effect on the final battle. You may as well roll randomly and say that character spends a daily, and everyone takes 2 Healing Surges of damage...which isn't too far from what some skill challenges do.</p><p></p><p>Honestly I thing the resting rules are designed to turn D&D into a 4 hour board game, where you play 3 encounters and a skill challenge, and get an extended rest, which ends the session so no one has to remember "where they were" and the DM can drop them in the middle of another delve.</p><p></p><p>I think Hardcore, really creates a campaign flavor where everything matters, if you chose to use a power then its gone for a little while. No longer are DMs required to follow the 3 encounter plus a skill challenge. Also when you do want to throw a random encounter at the party they don't just throw all their daily's at it (meta-gaming) knowing that tomorrow they will have them all back.</p><p></p><p>That's just my take, I appreciate the arguments/debate that those who are opposed to this have. I really have tried everything, I've DM'd six campaigns in the 2 plus years 4e has been out, playing nearly once a week on average, and this simple change seems to really be working as a fix.</p><p></p><p>Plus, I can grant the party a immediate short rest, I call it a Rally Surge...After a particular grueling battle that they need to push on immediately, they get a burst of heroic adrenalin (same effect as a rest)...but this comes as a reward rather than a penalty...much better received by the players than trying to keep telling them, well the rest you took just didn't seem to have any effect.</p></blockquote><p></p>
[QUOTE="SkullThrone, post: 5341697, member: 96083"] On the contrary, defining a short-rest as 6 hours in actually speeds up the game. After each combat using the 4e rules as defined, a short-rest is taken after every combat, and people converse over who has something that can give them bonuses to their healing to maximize it. Plus, everyone is flipping cards over or erasing used Encounter Power marks. In Hardcore...first the encounter itself is faster, as less of a battle is required to tax the party. Plus you get nothing back...So there is no post combat book keeping. Play goes immediately into looting, and they typically know that "Here" is not a good spot to rest for 6 hours, so they push on. I've done this, but having to manufacture a sense of urgency gets tiring as a DM, and unless you plan on keeping this up, it ultimately won't have that much an effect on the final battle. You may as well roll randomly and say that character spends a daily, and everyone takes 2 Healing Surges of damage...which isn't too far from what some skill challenges do. Honestly I thing the resting rules are designed to turn D&D into a 4 hour board game, where you play 3 encounters and a skill challenge, and get an extended rest, which ends the session so no one has to remember "where they were" and the DM can drop them in the middle of another delve. I think Hardcore, really creates a campaign flavor where everything matters, if you chose to use a power then its gone for a little while. No longer are DMs required to follow the 3 encounter plus a skill challenge. Also when you do want to throw a random encounter at the party they don't just throw all their daily's at it (meta-gaming) knowing that tomorrow they will have them all back. That's just my take, I appreciate the arguments/debate that those who are opposed to this have. I really have tried everything, I've DM'd six campaigns in the 2 plus years 4e has been out, playing nearly once a week on average, and this simple change seems to really be working as a fix. Plus, I can grant the party a immediate short rest, I call it a Rally Surge...After a particular grueling battle that they need to push on immediately, they get a burst of heroic adrenalin (same effect as a rest)...but this comes as a reward rather than a penalty...much better received by the players than trying to keep telling them, well the rest you took just didn't seem to have any effect. [/QUOTE]
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