Duelpersonality
First Post
Technically it would have to wait for 18 more hours (extended rests need 12 hours in between), but I understand your point.tafkamhokie said:I know you can only spend one per encounter...which is part of the incentive to rest after every encounter provided the plot will allow it. And let's face it, the Tomb of Horrors has been sitting there for 500 years...the next room can wait another 6 hours.
What happened was the party spent round 1 maneuvering into position, then on round two every player except one unloaded with the encounter power - action point - daily power combo that totally destroyed what should have been a difficult (if not overwhelming) encounter.
Now, I realize the ability to pull this off with teleport/word of recall type spells being rituals now (so you can't just hit the panic button in the middle of a dungeon) is a bit tougher. I'm just looking for some sort of karmic carrot that would make adventurers want to press on instead of always wanting to take on every encounter at full strength...where full strength = full hp, all dailies, and 1 action point.
In going with the action movie theme of 4e, it would seem reasonable that the farther the heroes press on, the more improbable and amazing things they pull off to win the day. I think a more powerful action point that can only be earned by reaching a milestone in between extended rests might help.
In the end, I think it has a lot to do with just talking to your players and letting them know what kind of game you want to run. If they don't agree to that kind of game, then carrot-dangling is only going to make the game less fun for everyone.
You could also try simply preparing for one encounter a day, and just run them against really tough encounters. It's a band-aid, but it might work depending on how cinematic the constant, really tough fights are.
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