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General Tabletop Discussion
*Pathfinder & Starfinder
Dealing with Healing Surges
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<blockquote data-quote="DracoSuave" data-source="post: 4428505" data-attributes="member: 71571"><p>Your logic, to its extreme: Every player plays the game absolutely perfectly, and every DM should accomodate them entirely no matter how boneheaded and stupid their plans are, regardless of clues.</p><p></p><p>Same logic: Every DM plays the game absolutely perfectly, and every player should accomodate them entirely no matter how boneheaded and stupid their plans are, regardless of clues.</p><p></p><p>Conclusion: Logic cannot be valid because it does not work regardless of premise. The thinking therefore involved is inherently flawed and irrational.</p><p></p><p>Counterclaim: The DM and the players need to comprimize. The DM needs to realize that the players enjoy blowing their wad of powers, and the players need to realize that it isn't realistic nor fun for the DM for them to go into endless alpha strikes.</p><p></p><p></p><p></p><p>A more realistic way to solve this is to give the players a different resource to ponder, time. Give them missions that are time-sensitive, and give a reasonable window of opportunity to complete them with success.</p><p></p><p>Say they're going to hunt down the location of a magic jewel the wizard needs. Let them know -very early- that there's a rival group intending to find it first. Then let them know the next day of the game that the rival group will probably find it in a matter of a couple days. The players suddenly have to be proactive, and can't afford all the extended rests they've been taking. A sense of urgency and knowledge of failure will teach them not to tarry.</p><p></p><p>But the flip side is... they aren't being forced to 'press on' without being at full strength if something goes sower. There's no artificial encounter limit that says 'you must press on cause you didn't do this much work.' So they still have the feeling of control over their rests. If something goes really bad for them, they have the option of taking a couple rests here and there. During the extended rests, let them do some research-style non-strenuous activity, so that even the rests continue the plot. Then they feel -rewarded- for doing this stuff, instead of punished for taking their time when there's no reason to rush.</p><p></p><p>And if they do? Well, they chose not to operate within the challenge of the adventure. The rival group rubs it in their faces, the party vows revenge, and you have a group of characters that you can use as plot hooks for later, more successful adventures.</p><p></p><p>Give the players an idea of the timeframe of what they're trying to accomplish, and suddenly those day rests are now limited if they want to succeed. If you're giving them an unlimited number of days to accomplish a goal, they -will- take it.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4428505, member: 71571"] Your logic, to its extreme: Every player plays the game absolutely perfectly, and every DM should accomodate them entirely no matter how boneheaded and stupid their plans are, regardless of clues. Same logic: Every DM plays the game absolutely perfectly, and every player should accomodate them entirely no matter how boneheaded and stupid their plans are, regardless of clues. Conclusion: Logic cannot be valid because it does not work regardless of premise. The thinking therefore involved is inherently flawed and irrational. Counterclaim: The DM and the players need to comprimize. The DM needs to realize that the players enjoy blowing their wad of powers, and the players need to realize that it isn't realistic nor fun for the DM for them to go into endless alpha strikes. A more realistic way to solve this is to give the players a different resource to ponder, time. Give them missions that are time-sensitive, and give a reasonable window of opportunity to complete them with success. Say they're going to hunt down the location of a magic jewel the wizard needs. Let them know -very early- that there's a rival group intending to find it first. Then let them know the next day of the game that the rival group will probably find it in a matter of a couple days. The players suddenly have to be proactive, and can't afford all the extended rests they've been taking. A sense of urgency and knowledge of failure will teach them not to tarry. But the flip side is... they aren't being forced to 'press on' without being at full strength if something goes sower. There's no artificial encounter limit that says 'you must press on cause you didn't do this much work.' So they still have the feeling of control over their rests. If something goes really bad for them, they have the option of taking a couple rests here and there. During the extended rests, let them do some research-style non-strenuous activity, so that even the rests continue the plot. Then they feel -rewarded- for doing this stuff, instead of punished for taking their time when there's no reason to rush. And if they do? Well, they chose not to operate within the challenge of the adventure. The rival group rubs it in their faces, the party vows revenge, and you have a group of characters that you can use as plot hooks for later, more successful adventures. Give the players an idea of the timeframe of what they're trying to accomplish, and suddenly those day rests are now limited if they want to succeed. If you're giving them an unlimited number of days to accomplish a goal, they -will- take it. [/QUOTE]
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