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extended rests
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<blockquote data-quote="thewok" data-source="post: 5233848" data-attributes="member: 60907"><p>Truth.</p><p></p><p>I play a warden in a 2-player campaign. The other player is a shaman. There are days when I don't even use a daily because I just don't need it. I tend to save it for emergencies or "boss fights."</p><p></p><p>But to the original question: why would I ever take a short rest over an extended rest? The main reason is because it makes sense in the game world. As a GM, if I ever thought my players were metagaming the extended rest, I would start throwing random encounters at them so they could never have the extended rest. An extended rest should make sense in the flow of the game. A group is not going to enter a dungeon, blow everything in the first room and then lay down for sleep. It just doesn't make sense. They will delve as far as they can, and then, when they have all grown weary of combat, and their bodies and minds are crying out for rest (i.e. all their dailies and surges are gone or nearly gone), then they will find a defensible location to take a long rest.</p><p></p><p>There is also the fact that milestones allow for more uses of item daily powers. But, for me, the main reason I would take a short rest over an extended rest is because an extended rest doesn't make sense at that point in time.</p><p></p><p></p><p>It really means nothing in real life terms. A single gaming session can cover multiple days, and it might take multiple gaming sessions to cover one day of game time. That rule is there to put some sort of verisimilitude in the game. To a player, the difference between an extended rest and a short rest is just what words he says and what changes (if any) he makes to his sheet. To the character, it means a lot more. Twelve hours is a very long time, and a lot can happen in that span of time. A missing patrol will be replaced, guards become more alert, and so on. It might be a time issue, as mentioned above: something will happen soon, and there's just no time to take an extended rest.</p><p></p><p>In my group, we never really mention extended or short rests. After combat, we collect ourselves, catch our breath, mend wounds, look for treasure and roll corpses (short rest). When we camp for the night (whether it's actually night or not--sometimes the night-day cycle can be tricky after long periods underground) then we take the extended rest.</p></blockquote><p></p>
[QUOTE="thewok, post: 5233848, member: 60907"] Truth. I play a warden in a 2-player campaign. The other player is a shaman. There are days when I don't even use a daily because I just don't need it. I tend to save it for emergencies or "boss fights." But to the original question: why would I ever take a short rest over an extended rest? The main reason is because it makes sense in the game world. As a GM, if I ever thought my players were metagaming the extended rest, I would start throwing random encounters at them so they could never have the extended rest. An extended rest should make sense in the flow of the game. A group is not going to enter a dungeon, blow everything in the first room and then lay down for sleep. It just doesn't make sense. They will delve as far as they can, and then, when they have all grown weary of combat, and their bodies and minds are crying out for rest (i.e. all their dailies and surges are gone or nearly gone), then they will find a defensible location to take a long rest. There is also the fact that milestones allow for more uses of item daily powers. But, for me, the main reason I would take a short rest over an extended rest is because an extended rest doesn't make sense at that point in time. It really means nothing in real life terms. A single gaming session can cover multiple days, and it might take multiple gaming sessions to cover one day of game time. That rule is there to put some sort of verisimilitude in the game. To a player, the difference between an extended rest and a short rest is just what words he says and what changes (if any) he makes to his sheet. To the character, it means a lot more. Twelve hours is a very long time, and a lot can happen in that span of time. A missing patrol will be replaced, guards become more alert, and so on. It might be a time issue, as mentioned above: something will happen soon, and there's just no time to take an extended rest. In my group, we never really mention extended or short rests. After combat, we collect ourselves, catch our breath, mend wounds, look for treasure and roll corpses (short rest). When we camp for the night (whether it's actually night or not--sometimes the night-day cycle can be tricky after long periods underground) then we take the extended rest. [/QUOTE]
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