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<blockquote data-quote="DeadGod" data-source="post: 4600459" data-attributes="member: 78310"><p>A couple of additional rules considerations I'm having:</p><p></p><p>There will be no extended rests. Quests will be designed with 4 to 5 standard encounters in mind. This eliminates any "sleeping in the dungeon" issues. If you can't finish the quest, you always have the option of coming back later (for which I will essentially design a new quest with the same objective and theme.)</p><p></p><p>Short rests are instant (instead of 5 mins.) Essentially, after there are no active monsters or traps left, characters regain per-encounter powers, etc. Characters will have the chance to fire off any remaining healing abilities before their powers refresh. The intention of this modification is to keep the game moving. The logic of stopping for a short rest can often lead to extraneous conversation and actions. ("We head out of the dungeon, rest for 5 mins, and then come back . . .")</p><p></p><p>There will be no keeping track of healing surges. If a power requires you to have or spend a surge, it is assumed you have one to spend (this includes the second wind action.) After combat everyone automatically heals one surge worth of HP. The intention of this is two-fold. Firstly, I would like to build in a little fudge room for the "no extended rests" above. Secondly, I would like to remove the book keeping that comes with tracking surges. (It will be hard enough on a new player to have a fist full of power cards, a pool of HP, and a token to represent an action point.)</p><p></p><p>I have three questions:</p><p>#1. Regarding the "no short rests" rule, should I allow players to fire off unused second winds after a combat too?</p><p></p><p>#2. Does the single free healing surge after combat seem like too much/not enough recovery?</p><p></p><p>#3. Is there any additional criticism or suggestions anyone cares to offer up?</p></blockquote><p></p>
[QUOTE="DeadGod, post: 4600459, member: 78310"] A couple of additional rules considerations I'm having: There will be no extended rests. Quests will be designed with 4 to 5 standard encounters in mind. This eliminates any "sleeping in the dungeon" issues. If you can't finish the quest, you always have the option of coming back later (for which I will essentially design a new quest with the same objective and theme.) Short rests are instant (instead of 5 mins.) Essentially, after there are no active monsters or traps left, characters regain per-encounter powers, etc. Characters will have the chance to fire off any remaining healing abilities before their powers refresh. The intention of this modification is to keep the game moving. The logic of stopping for a short rest can often lead to extraneous conversation and actions. ("We head out of the dungeon, rest for 5 mins, and then come back . . .") There will be no keeping track of healing surges. If a power requires you to have or spend a surge, it is assumed you have one to spend (this includes the second wind action.) After combat everyone automatically heals one surge worth of HP. The intention of this is two-fold. Firstly, I would like to build in a little fudge room for the "no extended rests" above. Secondly, I would like to remove the book keeping that comes with tracking surges. (It will be hard enough on a new player to have a fist full of power cards, a pool of HP, and a token to represent an action point.) I have three questions: #1. Regarding the "no short rests" rule, should I allow players to fire off unused second winds after a combat too? #2. Does the single free healing surge after combat seem like too much/not enough recovery? #3. Is there any additional criticism or suggestions anyone cares to offer up? [/QUOTE]
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