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*Pathfinder & Starfinder
extended rests
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<blockquote data-quote="Squire James" data-source="post: 5234453" data-attributes="member: 548"><p>The player characters wake up in their cells after a bad dream! They plan to break out this day, and they have a chance to discuss a better plan!</p><p></p><p>Run an interactive flashback of the events leading up to the imprisonment - the players play it as if it were a normal game but with full knowledge their characters get captured soon. Have a few encounters to gauge what they can handle under less urgent circumstances (and a few more XP won't hurt either), then run the capture as an event ("and that's how you got here") rather than an encounter. It's a lot easier to be generous with extended rests when they're NOT running from somebody!</p><p></p><p>Now you can run the prison escape. You and the players now has more experience, and you can keep it clear that there will be NO extended rests during the escape! Make the first two encounters simple enough that they should be able to win them with no daily powers, and if someone wants to use a daily, you can remind them that there is a lot more to go still. If they still want to use it, go ahead, but allow NO extended rests!</p><p></p><p>Get the players used to 3 to 5 encounters between extended rests, and the game will generally go a lot more like the designers intended.</p></blockquote><p></p>
[QUOTE="Squire James, post: 5234453, member: 548"] The player characters wake up in their cells after a bad dream! They plan to break out this day, and they have a chance to discuss a better plan! Run an interactive flashback of the events leading up to the imprisonment - the players play it as if it were a normal game but with full knowledge their characters get captured soon. Have a few encounters to gauge what they can handle under less urgent circumstances (and a few more XP won't hurt either), then run the capture as an event ("and that's how you got here") rather than an encounter. It's a lot easier to be generous with extended rests when they're NOT running from somebody! Now you can run the prison escape. You and the players now has more experience, and you can keep it clear that there will be NO extended rests during the escape! Make the first two encounters simple enough that they should be able to win them with no daily powers, and if someone wants to use a daily, you can remind them that there is a lot more to go still. If they still want to use it, go ahead, but allow NO extended rests! Get the players used to 3 to 5 encounters between extended rests, and the game will generally go a lot more like the designers intended. [/QUOTE]
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