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<blockquote data-quote="reanjr" data-source="post: 5675460" data-attributes="member: 20740"><p>If you're running encounters as the game expects, according to the guidelines in the DMG, then this system may cause some issues. But I feel the game currently railroads the DM into a very specific encounter pacing that gets extremely boring. So, yes, I think this adds to the fun in many cases.</p><p></p><p>I'm not really sure how it could make the game any less fun:</p><p></p><p>Scenario 1: players finish several encounters and need to heal; they take an extended rest to get to full health; this takes 3 seconds of game time</p><p></p><p>Scenario 2: players finish several encounters and need to heal; they lie low and rest for several days to get to full health; this takes 3 seconds of game time</p><p></p><p>The difference in scenario 2 is the DM's option of pressing pacing at a titrated rate. Encounters in the first 6 hours are equivalent to default pacing. Encounters within the first couple of days have no adverse affect on gameplay other than tracking how many injuries are healed. But they offer additional DM encounter flexibility by letting the characters heal to a specific point before the next encounter. Allowing the players plenty of time to heal up then offers the default gameplay pacing, but offers the DM flexibility to have a slower story.</p><p></p><p>Edit: it might be argued this system loses the ability to run the default story pacing. That is, the characters get into a rough battle and then are gung-ho to go 6 hours later. I don't find this to be much of a loss for the stories I run. And a counter-argument could be that max HP now represents the old max healing surges scenario.</p></blockquote><p></p>
[QUOTE="reanjr, post: 5675460, member: 20740"] If you're running encounters as the game expects, according to the guidelines in the DMG, then this system may cause some issues. But I feel the game currently railroads the DM into a very specific encounter pacing that gets extremely boring. So, yes, I think this adds to the fun in many cases. I'm not really sure how it could make the game any less fun: Scenario 1: players finish several encounters and need to heal; they take an extended rest to get to full health; this takes 3 seconds of game time Scenario 2: players finish several encounters and need to heal; they lie low and rest for several days to get to full health; this takes 3 seconds of game time The difference in scenario 2 is the DM's option of pressing pacing at a titrated rate. Encounters in the first 6 hours are equivalent to default pacing. Encounters within the first couple of days have no adverse affect on gameplay other than tracking how many injuries are healed. But they offer additional DM encounter flexibility by letting the characters heal to a specific point before the next encounter. Allowing the players plenty of time to heal up then offers the default gameplay pacing, but offers the DM flexibility to have a slower story. Edit: it might be argued this system loses the ability to run the default story pacing. That is, the characters get into a rough battle and then are gung-ho to go 6 hours later. I don't find this to be much of a loss for the stories I run. And a counter-argument could be that max HP now represents the old max healing surges scenario. [/QUOTE]
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