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How many Milestones did you reach...
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<blockquote data-quote="Hejdun" data-source="post: 4892288" data-attributes="member: 839"><p>This is one of those things that depends a lot on the circumstances of the battles. For instance, it's not hard or rare to go through a battle of party level or party lvl+1 without the party spending more than a surge or two total. So you could pretty easily chew through 6-8 of those encounters a day without breaking a sweat.</p><p></p><p>Secondly, if you have time to go through 3-4 short rests after every single combat, you can very easily get 2-3 times as much healing as if everyone just spent their surges as "expected" at the end of an encounter.</p><p></p><p>In general, I think the DM has to create a sense of tension and danger at least some of the time. Parties sitting around and using multiple short rests is a risky proposition--if a fight came around, you'd be half-dead and out of Healing Words instead of at full hit points like if you had spent your healing surges "normally" (without waiting for the aid of a Healing Word). </p><p></p><p>As a DM, I'd send a tough encounter or two while you're resting to remind you of the danger of doing multiple short rests to heal. Obviously not all the time; you only need to threaten it enough that they aren't waiting every single time.</p><p></p><p>Most of it is just the natural consequence of power creep. More options (in splat books and whatnot) means more synergy and more efficiency, which in turn makes the game easier. You balance things out again by making the encounters harder than when 4e was first released. Maybe instead of fighting lvl+4 as a hard encounter, you fight a lvl+5 or 6 as your hard battles.</p></blockquote><p></p>
[QUOTE="Hejdun, post: 4892288, member: 839"] This is one of those things that depends a lot on the circumstances of the battles. For instance, it's not hard or rare to go through a battle of party level or party lvl+1 without the party spending more than a surge or two total. So you could pretty easily chew through 6-8 of those encounters a day without breaking a sweat. Secondly, if you have time to go through 3-4 short rests after every single combat, you can very easily get 2-3 times as much healing as if everyone just spent their surges as "expected" at the end of an encounter. In general, I think the DM has to create a sense of tension and danger at least some of the time. Parties sitting around and using multiple short rests is a risky proposition--if a fight came around, you'd be half-dead and out of Healing Words instead of at full hit points like if you had spent your healing surges "normally" (without waiting for the aid of a Healing Word). As a DM, I'd send a tough encounter or two while you're resting to remind you of the danger of doing multiple short rests to heal. Obviously not all the time; you only need to threaten it enough that they aren't waiting every single time. Most of it is just the natural consequence of power creep. More options (in splat books and whatnot) means more synergy and more efficiency, which in turn makes the game easier. You balance things out again by making the encounters harder than when 4e was first released. Maybe instead of fighting lvl+4 as a hard encounter, you fight a lvl+5 or 6 as your hard battles. [/QUOTE]
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