Healing Surge Damage

It seems that wlmartin is standing fast on this one. Everyone has their pet hates, and it feels like this is one of them for him.

I don't think that anyone is saying PCs should use extended rests to simply recharge daily powers, but in the context of good story telling, what is wrong with PCs that want to retreat and take stock (assuming the situation allows them to)?

If the PCs really want to take an extended rest, then the rules say they can, once per day. It makes no mention of not allowing them to have to 'rest' and wait for the remainder of the day if the morning just handed them hell and they are knocking on the door of TPK.

I could even think of time when this may be just what the scenario is trying to achieve, a tactic to stall the PCs - may seem a little cruel at the time, but the PCs will see the positive as the plot unfolds - or to give the PCs a taste of what is to come.

The immersion thing is quite simple - if you're on your last legs, do you go all kamikaze or do you withdraw to fight another day. By denying an extended rest (and by that I mean not allowing the PCs to chance to withdraw so they can rest after an appropriate amount of time) is metagaming on the part of the DM - "you can't rest because the rules say so, even if it would seem logical and sensible to your characters."

Alternatively, it's like going into a boss fight unprepared and then coming back the next day with a greater awareness (ever chose the wrong wizard power?) or running out of ammo and needing to wait for more supplies; we talk about dailies and surges, but what about ammunition, are the PCs allowed to return to base to restock on arrows?
 
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Er, what? I don't get where you take the LFR thing here -- most LFR adventures are "Erest and you lose" mods, and I've never seen one where you could rest whenever you wanted to.

LFR is the encounter-grind mentality. It's less about the story and more about completing the adventure for the treasure parcels at the end. That was my point.
 

LFR is also much more time constrained, so it generally has only 1-4 encounters per day (much more focused around 2 or 3), often with enough action points to action point 80% of the fights... it's a very, very different thing than a normal dnd game.

[MENTION=6679380]wlmartin[/MENTION] - death saves reset after a short rest, not extended rest.

It's also not very reasonable to decry others' game decisions when you use a house rule to sidestep the problem they're arguing with you about... stating your position, great, but planning extended rests is a bit of a quandary for normal D&D. Too many... and too few.
 



Actually, i do deny extended rests in areas where no quiet minute is ensured and where you really can´t rest. (Stormy wether without shelter, e.g.) -> My prvious post´s main point was that denyining an extended rest is no enforcement of a rule, but rather an exception to the rule, that PC´s may extended rest every 18+6 hours.

But if players have time to recover and find some way to get a safe place, I am very pleased and allow it...
if a party needs an extended rest, the worst idea is throwing encounter after encounter towards them... it makes them even more longing for an extended rest. You should rather make clear, that reinforcements have arrived after their second extended rest, or guards have doubled or trippled, or they are even sending out a patrol, or later even attack them during unfavourable conditions.

On the other hand, you should make sure, that you reward players for going on... surprising enemies etc.

One way, I make up for the aforementioned denied rest is allowing heal checks to recover some spent healing surges. Which so far proved very useful.
 
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