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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Healing Surge Damage
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<blockquote data-quote="wlmartin" data-source="post: 5675337" data-attributes="member: 6679380"><p>I think it comes down to how badly the group is at the point they want to take an Extended Rest. This is where DM discretion kicks in. If the group is down to 0 healing surges, no dailies and they have 6 more encounters left in the adventure then the DM really needs to figure out a way for an extended rest to work in that situation. FYI : It should never get to that point... if it does the DM has designed the adventure very poorly The situation I am talking about is where people are using Extended Rests like boosters. An extended rest in the situation discussed above is obviously a must... however one should only be taken when the entire party is down to little or no healing surges. There are people out there that take 2 encounters and then run an extended rest. IMHO the extended rest should be used as close to daily as possible... In an example where a group comes 1 or 2 encounters in and is out of healing surges, I would be asking myself Ack, if we continue, will we die? If I was in an MMO I would be thinking I had made a mistake and find a quest a few levels lower... and a group who is running in an adventure that requires an extended rest every 2 encounters is basically playing in encounters far too powerful for them and this is more down to DM bad planning then anything else. Bottom line - it should be a DM discretion thing and should only be used when it is warranted (end of the day) or in a dire situation where the encounter cleaned the party out... however the people discussing this in this thread are saying Well, if the group decide they want to take an Extended Rest at any point, its their game and they should be allowed - this is poor gaming pure and simple.</p></blockquote><p></p>
[QUOTE="wlmartin, post: 5675337, member: 6679380"] I think it comes down to how badly the group is at the point they want to take an Extended Rest. This is where DM discretion kicks in. If the group is down to 0 healing surges, no dailies and they have 6 more encounters left in the adventure then the DM really needs to figure out a way for an extended rest to work in that situation. FYI : It should never get to that point... if it does the DM has designed the adventure very poorly The situation I am talking about is where people are using Extended Rests like boosters. An extended rest in the situation discussed above is obviously a must... however one should only be taken when the entire party is down to little or no healing surges. There are people out there that take 2 encounters and then run an extended rest. IMHO the extended rest should be used as close to daily as possible... In an example where a group comes 1 or 2 encounters in and is out of healing surges, I would be asking myself Ack, if we continue, will we die? If I was in an MMO I would be thinking I had made a mistake and find a quest a few levels lower... and a group who is running in an adventure that requires an extended rest every 2 encounters is basically playing in encounters far too powerful for them and this is more down to DM bad planning then anything else. Bottom line - it should be a DM discretion thing and should only be used when it is warranted (end of the day) or in a dire situation where the encounter cleaned the party out... however the people discussing this in this thread are saying Well, if the group decide they want to take an Extended Rest at any point, its their game and they should be allowed - this is poor gaming pure and simple. [/QUOTE]
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Healing Surge Damage
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