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Healing Surge Damage
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<blockquote data-quote="keterys" data-source="post: 5671955" data-attributes="member: 43019"><p>I think the game would be a stronger game if you couldn't do a full extended rest after every encounter. Usually, I suggest against that as a DM by having things happen without them if they need to rest.</p><p></p><p>That is to say, NPCs are kidnapped, or die, or the forces of evil grow stronger, or the assassins following them gain more data, etc. Consequences of some sort.</p><p></p><p>In one home game, the time consequences were:</p><p>* Breakdown of diplomatic relations with a nearby tribe (that would be important later, and helped them get more treasure then)</p><p>* Unleashing of a plague on the city, including a number of their friends.</p><p>* Giving assassins time to gather more reinforcements to attack them with.</p><p>* Allowing an evil ruler to build up a greater power base while away from them.</p><p></p><p>And they've been very motivated to get things done - including one of the more heroic things I've seen, of a defender who starts a combat already bloodied with 0 surges, and still sanctions the entire combat of undead... drops, is brought back up with a potion to 1 hp... and does it again <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In some cases, it may mean failing the adventure entirely. They fail to save Arvandor, Corellon dies and it's destroyed. With appropriate warnings for trying, of course, but if you ignore them even understanding the consequences... go you.</p><p></p><p>Or... good luck taking an extended rest, you're completely surrounded by abominations with no safe way to go.</p><p></p><p>In an "explore a dungeon" environment, similar sandbox, or campaign with very long periods between combats (traveling campaign, frex), I'd probably be tempted to use Jonathan Tweet's houserule of 2 milestones to turn a rest into an extended rest.</p></blockquote><p></p>
[QUOTE="keterys, post: 5671955, member: 43019"] I think the game would be a stronger game if you couldn't do a full extended rest after every encounter. Usually, I suggest against that as a DM by having things happen without them if they need to rest. That is to say, NPCs are kidnapped, or die, or the forces of evil grow stronger, or the assassins following them gain more data, etc. Consequences of some sort. In one home game, the time consequences were: * Breakdown of diplomatic relations with a nearby tribe (that would be important later, and helped them get more treasure then) * Unleashing of a plague on the city, including a number of their friends. * Giving assassins time to gather more reinforcements to attack them with. * Allowing an evil ruler to build up a greater power base while away from them. And they've been very motivated to get things done - including one of the more heroic things I've seen, of a defender who starts a combat already bloodied with 0 surges, and still sanctions the entire combat of undead... drops, is brought back up with a potion to 1 hp... and does it again ;) In some cases, it may mean failing the adventure entirely. They fail to save Arvandor, Corellon dies and it's destroyed. With appropriate warnings for trying, of course, but if you ignore them even understanding the consequences... go you. Or... good luck taking an extended rest, you're completely surrounded by abominations with no safe way to go. In an "explore a dungeon" environment, similar sandbox, or campaign with very long periods between combats (traveling campaign, frex), I'd probably be tempted to use Jonathan Tweet's houserule of 2 milestones to turn a rest into an extended rest. [/QUOTE]
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