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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pacing & daily powers/surges
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<blockquote data-quote="keterys" data-source="post: 5032184" data-attributes="member: 43019"><p>Someone else on the boards said they were doing it (extended rest per adventure) - I've never tried that myself.</p><p></p><p>That said, depends what you call an adventure. 32-64 page module is a bit long. But a lot of adventures can be finished in far less combats than that. I'm wrapping up the first module in Curse of the Crimson Throne soon in one group, and they'll have done 2 extended rests during the module and one after it's finished (as well as a lot of days of just RP, tooling around town, no combat, etc). In both cases, I'd say that they completed an adventure (in that they completed a major quest with all attending loose ends, having nothing else to do) each of the days. One day had 4 combats and... let's call it an equal number of skill challenges, and left them off exhausted with I think 5 surges left in the party. The other quest had 5 combats and 2 skill challenges and finished with two of them in good shape, one of them very low on surges, and the last person at 1 hp with no surges. </p><p></p><p>And if I'd been using the house rule suggested, where you heal to full during a short rest without expending a healing surge, that would have totally worked fine with or without the 4 surges reduction. Nice thing there is even if someone has no surges and falls down to 0 during a fight, the important part is surviving the fight as a group, then you can get them back up. And you can get them back to 1 during the fight if you do need to spend a healing trigger on them.</p><p></p><p>So, yeah, I really do want to try it sometime. Sometime.</p></blockquote><p></p>
[QUOTE="keterys, post: 5032184, member: 43019"] Someone else on the boards said they were doing it (extended rest per adventure) - I've never tried that myself. That said, depends what you call an adventure. 32-64 page module is a bit long. But a lot of adventures can be finished in far less combats than that. I'm wrapping up the first module in Curse of the Crimson Throne soon in one group, and they'll have done 2 extended rests during the module and one after it's finished (as well as a lot of days of just RP, tooling around town, no combat, etc). In both cases, I'd say that they completed an adventure (in that they completed a major quest with all attending loose ends, having nothing else to do) each of the days. One day had 4 combats and... let's call it an equal number of skill challenges, and left them off exhausted with I think 5 surges left in the party. The other quest had 5 combats and 2 skill challenges and finished with two of them in good shape, one of them very low on surges, and the last person at 1 hp with no surges. And if I'd been using the house rule suggested, where you heal to full during a short rest without expending a healing surge, that would have totally worked fine with or without the 4 surges reduction. Nice thing there is even if someone has no surges and falls down to 0 during a fight, the important part is surviving the fight as a group, then you can get them back up. And you can get them back to 1 during the fight if you do need to spend a healing trigger on them. So, yeah, I really do want to try it sometime. Sometime. [/QUOTE]
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