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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reasoning behind Extended Rests? Houserules
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<blockquote data-quote="darkwing" data-source="post: 4574996" data-attributes="member: 69001"><p>Forked from: <a href="http://www.enworld.org/forum/d-d-4th-edition-rules/245931-reasoning-behind-extended-rests.html" target="_blank">Reasoning behind Extended Rests</a></p><p></p><p></p><p></p><p>I agree. I think the original idea behind action points was you've overcome an obstacle and should get (or may need) an extra boost of energy to keep going. Then somewhere along the way, for some reason, they decided to give you one to start the day and this screwed things up.</p><p></p><p>Besides the obvious "every encounter resets your powers and healing surges to full", here's a few untested houserules that might put into better balance the decision to continue on vs. rest.</p><p></p><p>(a)Extended rests never give an action point to start the day. </p><p></p><p>(b)(optional)Extended rests while adventuring (dungeon, outdoors) don't renew daily powers. Extended rests that are in town, at a good inn, with no enemies interrupting sleep fully restore daily powers (i.e. you actually are able to get a good night's sleep and have plenty of time to fully prepare for the day). If you decide to use this one, also use (c) below.</p><p></p><p>(c)Milestones grant action points as usual but also allow you to regain one spent daily power. (In effect, at low levels, your daily power becomes a once every 2 normal encounters or one difficult encounter power, at higher levels you can blow your limit of daily powers in one battle, but it will take a long adventuring day to recover all of them back).</p><p></p><p>If any of you has tried out one (or more) of these, let us know how it worked out in actual play. Thanks!</p></blockquote><p></p>
[QUOTE="darkwing, post: 4574996, member: 69001"] Forked from: [URL="http://www.enworld.org/forum/d-d-4th-edition-rules/245931-reasoning-behind-extended-rests.html"]Reasoning behind Extended Rests[/URL] I agree. I think the original idea behind action points was you've overcome an obstacle and should get (or may need) an extra boost of energy to keep going. Then somewhere along the way, for some reason, they decided to give you one to start the day and this screwed things up. Besides the obvious "every encounter resets your powers and healing surges to full", here's a few untested houserules that might put into better balance the decision to continue on vs. rest. (a)Extended rests never give an action point to start the day. (b)(optional)Extended rests while adventuring (dungeon, outdoors) don't renew daily powers. Extended rests that are in town, at a good inn, with no enemies interrupting sleep fully restore daily powers (i.e. you actually are able to get a good night's sleep and have plenty of time to fully prepare for the day). If you decide to use this one, also use (c) below. (c)Milestones grant action points as usual but also allow you to regain one spent daily power. (In effect, at low levels, your daily power becomes a once every 2 normal encounters or one difficult encounter power, at higher levels you can blow your limit of daily powers in one battle, but it will take a long adventuring day to recover all of them back). If any of you has tried out one (or more) of these, let us know how it worked out in actual play. Thanks! [/QUOTE]
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Reasoning behind Extended Rests? Houserules
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