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<blockquote data-quote="The Monster" data-source="post: 5687542" data-attributes="member: 69516"><p>Just as another idea, you could also have encounters that are more than one 'encounter' - multi-wave attacks, response to the noise of battle, that kind of thing. </p><p> </p><p>Really, though, it depends on what folks at the table want to do. In a sense, an undertaking as dangerous as a dungeon crawl, it would make sesne that a party would take as much time as they could use, working methodically, making sure supplies are ready, discussing what works and what doesn't. In the real world, this is how most stuff like mountain-climbing or spelunking is done: lots of planning and no haste in the execution, and dealing with injuries as quickly as possible. </p><p> </p><p>I've come to view the 'extended rest' as a drama/storytelling tool (kind of like everything else in the game): if it makes sense for the party to get an extended rest, they get one; otherwise they don't. And an extended rest doesn't necessarily get them all the benefits and problems on the ER list. In my campaign, when the PCs were just doing cross-country travel for several days, I gave an extended rest for the purpose of healing and recharging powers, but not for shaking off the Despair Cards I'd handed out, since nothing dramatically significant happened during that time. </p><p>By and large, though, if the party doesn't want to push more than one encounter a day, is it really that big a deal? It might be, in which case some cross-table discussion is in order. They are, after all, missing out on a major part of the game (resource management and planning), as well as stacking the odds of every fight in their favor, thus losing an entertaining sense of tension and challenge. And they run the risk of the GM getting bored/frustrated, since they have an easier time dealing with any reasonably balanced encounter.</p></blockquote><p></p>
[QUOTE="The Monster, post: 5687542, member: 69516"] Just as another idea, you could also have encounters that are more than one 'encounter' - multi-wave attacks, response to the noise of battle, that kind of thing. Really, though, it depends on what folks at the table want to do. In a sense, an undertaking as dangerous as a dungeon crawl, it would make sesne that a party would take as much time as they could use, working methodically, making sure supplies are ready, discussing what works and what doesn't. In the real world, this is how most stuff like mountain-climbing or spelunking is done: lots of planning and no haste in the execution, and dealing with injuries as quickly as possible. I've come to view the 'extended rest' as a drama/storytelling tool (kind of like everything else in the game): if it makes sense for the party to get an extended rest, they get one; otherwise they don't. And an extended rest doesn't necessarily get them all the benefits and problems on the ER list. In my campaign, when the PCs were just doing cross-country travel for several days, I gave an extended rest for the purpose of healing and recharging powers, but not for shaking off the Despair Cards I'd handed out, since nothing dramatically significant happened during that time. By and large, though, if the party doesn't want to push more than one encounter a day, is it really that big a deal? It might be, in which case some cross-table discussion is in order. They are, after all, missing out on a major part of the game (resource management and planning), as well as stacking the odds of every fight in their favor, thus losing an entertaining sense of tension and challenge. And they run the risk of the GM getting bored/frustrated, since they have an easier time dealing with any reasonably balanced encounter. [/QUOTE]
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