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General Tabletop Discussion
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Reasoning behind Extended Rests?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4570254" data-attributes="member: 5143"><p>The key is that the 15-minute adventuring day wasn't something the PCs CHOSE to do, but something that was forced on them by the game system. If the PCs CHOOSE to rest after every encounter, then they can do it just as well in this edition as any other edition.</p><p></p><p>But the original idea behind the 15-minute adventuring day was that:</p><p></p><p>a) PCs have so many resources that they weren't challenged by "normal" difficulty encounters</p><p>b) DMs started throwing encounters at the PCs that required the use of nearly all of their resources to defeat</p><p>c) With no resources, the PCs could not defeat any more encounters</p><p>d) The players have no choice but to rest after one encounter or risk death. No matter what the story considerations were.</p><p></p><p>Now the options after each encounter are:</p><p></p><p>a) Do an extended rest and get back an action point and all dailies and all hp and healing surges but risk any story consequences from resting.</p><p>b) Continue on with any losses you've already taken.</p><p></p><p>Most combats in 4e don't require a daily to win, however. Nor do they use up more than 3 healing surges to every member of the party(which means everyone has at least 3 left for the next battle). This means that going into combat number 2 for a day, you likely have close to 100% of your resources.</p><p></p><p>When the choice is nearly equal(with continuing on being the slightly worse choice), then you can let the players decide based on their personalities and story concerns. The point is to have a real choice instead of one that is so far clearly superior that it is a non-choice. To our group it has so far been "Did anyone use a daily?" "I did." "Anyone else? No? We are down only 2 healing surges, should we rest for the night?" "Do we think we need to?" "No, we should be able to defeat another encounter without any problem." "Well then, might as well keep going rather than spend 2 weeks exploring one dungeon."</p><p></p><p></p><p></p><p>Because they wanted to keep the sense of tension that comes from ever dwindling resources as you press on in your quest to do something heroic. It means you are risking more to save the princess if each battle you fight makes it less likely to survive the next one. If you want to remove that tension, it is really easy to simply say that all short rests give you the same benefits as an extended rest.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4570254, member: 5143"] The key is that the 15-minute adventuring day wasn't something the PCs CHOSE to do, but something that was forced on them by the game system. If the PCs CHOOSE to rest after every encounter, then they can do it just as well in this edition as any other edition. But the original idea behind the 15-minute adventuring day was that: a) PCs have so many resources that they weren't challenged by "normal" difficulty encounters b) DMs started throwing encounters at the PCs that required the use of nearly all of their resources to defeat c) With no resources, the PCs could not defeat any more encounters d) The players have no choice but to rest after one encounter or risk death. No matter what the story considerations were. Now the options after each encounter are: a) Do an extended rest and get back an action point and all dailies and all hp and healing surges but risk any story consequences from resting. b) Continue on with any losses you've already taken. Most combats in 4e don't require a daily to win, however. Nor do they use up more than 3 healing surges to every member of the party(which means everyone has at least 3 left for the next battle). This means that going into combat number 2 for a day, you likely have close to 100% of your resources. When the choice is nearly equal(with continuing on being the slightly worse choice), then you can let the players decide based on their personalities and story concerns. The point is to have a real choice instead of one that is so far clearly superior that it is a non-choice. To our group it has so far been "Did anyone use a daily?" "I did." "Anyone else? No? We are down only 2 healing surges, should we rest for the night?" "Do we think we need to?" "No, we should be able to defeat another encounter without any problem." "Well then, might as well keep going rather than spend 2 weeks exploring one dungeon." Because they wanted to keep the sense of tension that comes from ever dwindling resources as you press on in your quest to do something heroic. It means you are risking more to save the princess if each battle you fight makes it less likely to survive the next one. If you want to remove that tension, it is really easy to simply say that all short rests give you the same benefits as an extended rest. [/QUOTE]
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