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Have the designers lost interest in short rests?
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<blockquote data-quote="Don Durito" data-source="post: 8123893" data-attributes="member: 6687260"><p>Because that would make the game play a lot like 4E, but not be as interesting as 4E, which itself got repetitive after a while.</p><p></p><p>The Fighter will do the same thing every combat. Identify the biggest threat and action surge it straight away. The Barbarian will always rage in the first round. As I said earlier in the thread, part of the benefit of short rests is that they break up the predictable flow of combat. The Fighter needs to scope out the combat to see if Action Surge is worth using this fight. Short rests solve a genuine issue (just as the Escalation die in 13th age approaches the same issue from a very different direction).</p><p></p><p>In any case. I think a lot of the issue is the idea that combat is something that the GM inflicts on the players. Of course "3 goblins attack" is always going to be boring. It should be more "the rogue scouts and sees 3 goblins in a room, the party make a plan to burst in and take them out as fast as possbile before any reinforcements can arrive."</p><p></p><p>A big part of the issue is the holdout from previous editions in thinking in terms of encounters instead of environments, while the system is designed to hearken back to an even older mode of play.</p><p></p><p>If the GM has a series of encounters planned ahead for the party, they'll find 4th Edition or 13th Age are much better games for their purposes.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8123893, member: 6687260"] Because that would make the game play a lot like 4E, but not be as interesting as 4E, which itself got repetitive after a while. The Fighter will do the same thing every combat. Identify the biggest threat and action surge it straight away. The Barbarian will always rage in the first round. As I said earlier in the thread, part of the benefit of short rests is that they break up the predictable flow of combat. The Fighter needs to scope out the combat to see if Action Surge is worth using this fight. Short rests solve a genuine issue (just as the Escalation die in 13th age approaches the same issue from a very different direction). In any case. I think a lot of the issue is the idea that combat is something that the GM inflicts on the players. Of course "3 goblins attack" is always going to be boring. It should be more "the rogue scouts and sees 3 goblins in a room, the party make a plan to burst in and take them out as fast as possbile before any reinforcements can arrive." A big part of the issue is the holdout from previous editions in thinking in terms of encounters instead of environments, while the system is designed to hearken back to an even older mode of play. If the GM has a series of encounters planned ahead for the party, they'll find 4th Edition or 13th Age are much better games for their purposes. [/QUOTE]
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Have the designers lost interest in short rests?
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