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Disappointed in 4e
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<blockquote data-quote="Lacyon" data-source="post: 4546627" data-attributes="member: 63046"><p>Once, not so very long ago, I would have agreed with you. I still do actually agree with you if you remove the "to heal the wound" part. I like the idea of some rules encouragement for the PCs to periodically take breaks from long adventuring (if only to slow level advancement relative to game-world time). Particularly for sandbox play.</p><p> </p><p>I prefer, however, that the rules not make it wound-related. Such things tend to be a bad fit for D&D in general - even in AD&D you never needed more than two nights rest unless someone had dropped below zero hp (assuming sufficient clerical output) - and 4E in particular (cleric can use <em>healing words</em> twice every five minutes, so we only have trouble when there are no clerics). If, for some reason, the PCs can't find any magic to assist them in healing their injuries, <em>and</em> there's no other reason for them to take some time off, I don't see it as particularly valuable to add a "so you have to wait another week before you go back into the dungeon" clause at any <em>particular</em> point, just to deal with the odd case.</p><p> </p><p>A better answer, IMO, is to make preparation for the next expedition meaningful and, to some extent, time-consuming. Enchanting magic items, creating scrolls and potions, and the like are ways that 4E encourages some of this (and I find that players aren't likely to complain if you extend the amount of time these things take, so long as they don't feel like they're being punished). Then the wounds heal themselves over the natural downtime (possibly leaving nasty scars), and the game moves on.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4546627, member: 63046"] Once, not so very long ago, I would have agreed with you. I still do actually agree with you if you remove the "to heal the wound" part. I like the idea of some rules encouragement for the PCs to periodically take breaks from long adventuring (if only to slow level advancement relative to game-world time). Particularly for sandbox play. I prefer, however, that the rules not make it wound-related. Such things tend to be a bad fit for D&D in general - even in AD&D you never needed more than two nights rest unless someone had dropped below zero hp (assuming sufficient clerical output) - and 4E in particular (cleric can use [I]healing words[/I] twice every five minutes, so we only have trouble when there are no clerics). If, for some reason, the PCs can't find any magic to assist them in healing their injuries, [I]and[/I] there's no other reason for them to take some time off, I don't see it as particularly valuable to add a "so you have to wait another week before you go back into the dungeon" clause at any [I]particular[/I] point, just to deal with the odd case. A better answer, IMO, is to make preparation for the next expedition meaningful and, to some extent, time-consuming. Enchanting magic items, creating scrolls and potions, and the like are ways that 4E encourages some of this (and I find that players aren't likely to complain if you extend the amount of time these things take, so long as they don't feel like they're being punished). Then the wounds heal themselves over the natural downtime (possibly leaving nasty scars), and the game moves on. [/QUOTE]
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