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Extended Rest HBrules
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<blockquote data-quote="Saeviomagy" data-source="post: 5370410" data-attributes="member: 5890"><p>While I appreciate what you're trying to achieve, I don't think the rule actually achieves it.</p><p></p><p>As others have said, the idea makes a powerful stat more so.</p><p></p><p>The other thing is that the party are just going to say "fine, we rest a week" in the same breath that they would have said "we take an extended rest" anyway.</p><p></p><p>Finally, it has the bizarre effect that low surge classes with high con will be the fastest to recuperate from combat.</p><p></p><p>I guess the real question is what are you trying to achieve? You say that you "don't like" that people heal up totally during an extended rest: is it because you think it should be longer than 1 night of rest? Or do you want people to start a new day with less than full resources? Or do you simply want to increase the risk involved with combat?</p><p></p><p>If you want a longer extended rest OR want people to start out with less than full surges, then some possiblities are</p><p></p><p>have surges and hitpoints return at some fraction of maximum, depending on how long you think an extended rest 'should' be.</p><p></p><p>make an extended rest a longer period of time or otherwise introduce restrictions on it (ie - hiding in a room in the dungeon doesn't allow you to take an extended rest OR an extended rest requires 24 hours of resting).</p><p></p><p>If you want to increase risk, you can either increase the value of surges (ie - implement either of the two above) or go with some other resource (ie - wounding people when they're bloodied or reducing the number of available death saves).</p><p></p><p>But you really should avoid stacking more benefits onto any stat: they're pretty well balanced right now.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5370410, member: 5890"] While I appreciate what you're trying to achieve, I don't think the rule actually achieves it. As others have said, the idea makes a powerful stat more so. The other thing is that the party are just going to say "fine, we rest a week" in the same breath that they would have said "we take an extended rest" anyway. Finally, it has the bizarre effect that low surge classes with high con will be the fastest to recuperate from combat. I guess the real question is what are you trying to achieve? You say that you "don't like" that people heal up totally during an extended rest: is it because you think it should be longer than 1 night of rest? Or do you want people to start a new day with less than full resources? Or do you simply want to increase the risk involved with combat? If you want a longer extended rest OR want people to start out with less than full surges, then some possiblities are have surges and hitpoints return at some fraction of maximum, depending on how long you think an extended rest 'should' be. make an extended rest a longer period of time or otherwise introduce restrictions on it (ie - hiding in a room in the dungeon doesn't allow you to take an extended rest OR an extended rest requires 24 hours of resting). If you want to increase risk, you can either increase the value of surges (ie - implement either of the two above) or go with some other resource (ie - wounding people when they're bloodied or reducing the number of available death saves). But you really should avoid stacking more benefits onto any stat: they're pretty well balanced right now. [/QUOTE]
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