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General Tabletop Discussion
*Pathfinder & Starfinder
Reasoning behind Extended Rests?
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<blockquote data-quote="luide" data-source="post: 4573566" data-attributes="member: 74205"><p>I haven't played 3e too much, so can't really compare 4e to it. But my 4e experiences are quite different than yours.</p><p>I currently DM a campaign with 4 PC's: Dragonborn Paladin, Eladrin Rogue, Human Warlord and Elf Ranger. Have run KoTS and running Thunderspire Labyrinth atm, and have seen following:</p><p></p><p>Extended rests happen usually because of gametime running out after 3-4 encounters (less bookkeeping). This usually coincides with them finding good place to rest and character resources being pretty low with dailies spent, but even the rogue has 1-2 surges still left so they could still take on medium difficulty encounter without any real problems.</p><p></p><p>When surges are low, they're low on all players excluding the ranger who very seldom gets hit badly.</p><p></p><p>If party is running out of surges and being forced to rest, it is not a bad thing per se, it keeps the PC's from being Energizer bunnies who can take encounter after encounter after encounter....</p><p></p><p>But if you have situation where you're forced to rest because single character is out of surges, it means </p><p>a) PC tactics are poor or </p><p>b) DM tactics are poor. </p><p>PC tactics is the most likely culprit, for example if they allow the only defender take all damage, never trying to divert the opponents. Fault of players, not a fault in system.</p><p>Of course if DM decides to concentrate all attacks against one character in every encounter, that character will run out of surges long before others. Fault of DM, not a fault of system.</p><p></p><p>Of course healing surge mechanics are not perfect and I'm considering giving more bonuses for milestones (+1 healing surge for example).</p></blockquote><p></p>
[QUOTE="luide, post: 4573566, member: 74205"] I haven't played 3e too much, so can't really compare 4e to it. But my 4e experiences are quite different than yours. I currently DM a campaign with 4 PC's: Dragonborn Paladin, Eladrin Rogue, Human Warlord and Elf Ranger. Have run KoTS and running Thunderspire Labyrinth atm, and have seen following: Extended rests happen usually because of gametime running out after 3-4 encounters (less bookkeeping). This usually coincides with them finding good place to rest and character resources being pretty low with dailies spent, but even the rogue has 1-2 surges still left so they could still take on medium difficulty encounter without any real problems. When surges are low, they're low on all players excluding the ranger who very seldom gets hit badly. If party is running out of surges and being forced to rest, it is not a bad thing per se, it keeps the PC's from being Energizer bunnies who can take encounter after encounter after encounter.... But if you have situation where you're forced to rest because single character is out of surges, it means a) PC tactics are poor or b) DM tactics are poor. PC tactics is the most likely culprit, for example if they allow the only defender take all damage, never trying to divert the opponents. Fault of players, not a fault in system. Of course if DM decides to concentrate all attacks against one character in every encounter, that character will run out of surges long before others. Fault of DM, not a fault of system. Of course healing surge mechanics are not perfect and I'm considering giving more bonuses for milestones (+1 healing surge for example). [/QUOTE]
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Reasoning behind Extended Rests?
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