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General Tabletop Discussion
*Pathfinder & Starfinder
No Extended Rest until 2 milestones - Question
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<blockquote data-quote="CapnZapp" data-source="post: 4817993" data-attributes="member: 12731"><p>Exactly. If you can accept that a power duration is "one encounter" rather than a fixed time in minutes and seconds, you can accept that extended rests have to do more with adventure pacing and drama than minutae like how many hours since you last slept.</p><p></p><p>Shame WotC went for such a hardwired rule. If they instead said time between extended rests is up to the DM or adventure writer (or indeed, as you're onto, made it a function of the number of encounters played) you'd have a game that works equally well in a dungeon as in a political game or for months-long sea voyages.</p><p></p><p>All of that can be resolved, though. The real problem is something else:</p><p></p><p><strong>How being out of surges is a completely different game than regular D&D, one noone wants to play.</strong></p><p></p><p>The penalty for running out of surges is, put simply, devastating. If the PCs bungles earlier encounters or the DM miscalculates the strength of the opposition, it quickly leads to TPKs.</p><p></p><p>It really is a horrendously broken rule, and if it were differently, it might be quite feasible to do as you suggest, to set a cap on how often you can make extended rests (without having to add in more or less artificial story-driven reasons).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4817993, member: 12731"] Exactly. If you can accept that a power duration is "one encounter" rather than a fixed time in minutes and seconds, you can accept that extended rests have to do more with adventure pacing and drama than minutae like how many hours since you last slept. Shame WotC went for such a hardwired rule. If they instead said time between extended rests is up to the DM or adventure writer (or indeed, as you're onto, made it a function of the number of encounters played) you'd have a game that works equally well in a dungeon as in a political game or for months-long sea voyages. All of that can be resolved, though. The real problem is something else: [B]How being out of surges is a completely different game than regular D&D, one noone wants to play.[/B] The penalty for running out of surges is, put simply, devastating. If the PCs bungles earlier encounters or the DM miscalculates the strength of the opposition, it quickly leads to TPKs. It really is a horrendously broken rule, and if it were differently, it might be quite feasible to do as you suggest, to set a cap on how often you can make extended rests (without having to add in more or less artificial story-driven reasons). [/QUOTE]
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No Extended Rest until 2 milestones - Question
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