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Have the designers lost interest in short rests?
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<blockquote data-quote="Don Durito" data-source="post: 8127360" data-attributes="member: 6687260"><p>I'm not sure if it's intentional or accidental, but as I said at the start of the thread, having powers be short rest rathrn than encounter does serve a useful purpose. It breaks up the approach of characters across encounters. In 4E it wasn't unsual to see the Figher start every encounter with "Come and get it". After a while the approach to an encounter became somewhat predictable. (You can break that up with a well designed set piece that prevents players from using their favoured strategies - but that assumes both the ability to design one - and the kind of game where a set piece of that sort is doable.)</p><p></p><p>The short rest means the Fighter needs to consider their resources across more than one combat. This means that using Riposte for example, is a genuine choice (In 4E I had a barbarian with an interrupt encounter power - unless I was attacked by a minion it was pretty much an automatic choice to fire it off at the earliest possible moment) as I might make better use of the superiority dice in the next combat. Really Short Rest powers are basically putting the abilities on the same schedule as a 4E action point. (The rest is just the means not the end).</p><p></p><p>13th Age sort of addresses the same problem but from a somewhat different perspective, using the escalation dice to force a different kind of trade-off consideration (Do I use the ability now, when I'm more likely to miss? Or hold off until later when I have a better chance to hit, but the monster may also live longer and do more damage to the party?)</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8127360, member: 6687260"] I'm not sure if it's intentional or accidental, but as I said at the start of the thread, having powers be short rest rathrn than encounter does serve a useful purpose. It breaks up the approach of characters across encounters. In 4E it wasn't unsual to see the Figher start every encounter with "Come and get it". After a while the approach to an encounter became somewhat predictable. (You can break that up with a well designed set piece that prevents players from using their favoured strategies - but that assumes both the ability to design one - and the kind of game where a set piece of that sort is doable.) The short rest means the Fighter needs to consider their resources across more than one combat. This means that using Riposte for example, is a genuine choice (In 4E I had a barbarian with an interrupt encounter power - unless I was attacked by a minion it was pretty much an automatic choice to fire it off at the earliest possible moment) as I might make better use of the superiority dice in the next combat. Really Short Rest powers are basically putting the abilities on the same schedule as a 4E action point. (The rest is just the means not the end). 13th Age sort of addresses the same problem but from a somewhat different perspective, using the escalation dice to force a different kind of trade-off consideration (Do I use the ability now, when I'm more likely to miss? Or hold off until later when I have a better chance to hit, but the monster may also live longer and do more damage to the party?) [/QUOTE]
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Have the designers lost interest in short rests?
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