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Home Game Culture Shock: LFR players vs the 15min workday
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<blockquote data-quote="Dolfan" data-source="post: 5601243" data-attributes="member: 57219"><p>I'd agree with what I've seen some other saying, that I don't really think that the idea of having characters heal up with as many castings of healing word as they want is really an LFR thing, just a DM decision thing. I'm one of the DMs who, whether I'm DMing LFR or whether I'm DMing for a home game, will usually let my players take as many short rests between encounters as they want. My reasoning is simple - I don't want them to run out of surges before the final encounter and then be trying to find a way to take an extended rest. I'd rather have them at 2-3 surges and then put a final encounter in place for the day that challenges their healing so that they have trouble keeping everyone up. </p><p></p><p>I also think I view surge management as being partially the DMs responsibility. If my players run out of surges all the time before I get to the last encounter, it usually means I made things too hard. If it's just the defender running out of surges, maybe I'm not taking enough chances to attack the strikers, etc. There are lots of ways to get my monsters beaten down faster if I need to, and I always try to shoot for the feeling that the players are going to be in danger by the end of the day, even if I know that they'll probably be fine on surges by the end.</p></blockquote><p></p>
[QUOTE="Dolfan, post: 5601243, member: 57219"] I'd agree with what I've seen some other saying, that I don't really think that the idea of having characters heal up with as many castings of healing word as they want is really an LFR thing, just a DM decision thing. I'm one of the DMs who, whether I'm DMing LFR or whether I'm DMing for a home game, will usually let my players take as many short rests between encounters as they want. My reasoning is simple - I don't want them to run out of surges before the final encounter and then be trying to find a way to take an extended rest. I'd rather have them at 2-3 surges and then put a final encounter in place for the day that challenges their healing so that they have trouble keeping everyone up. I also think I view surge management as being partially the DMs responsibility. If my players run out of surges all the time before I get to the last encounter, it usually means I made things too hard. If it's just the defender running out of surges, maybe I'm not taking enough chances to attack the strikers, etc. There are lots of ways to get my monsters beaten down faster if I need to, and I always try to shoot for the feeling that the players are going to be in danger by the end of the day, even if I know that they'll probably be fine on surges by the end. [/QUOTE]
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Home Game Culture Shock: LFR players vs the 15min workday
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