Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reasoning behind Extended Rests?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WalterKovacs" data-source="post: 4573863" data-attributes="member: 63763"><p>There is still a limiting factor. The goal was not to have the party be able to adventure without end indefinitely. The goal was to have the reason you decide to rest not be "I just used up all my spells" ... which a player can cause to occur by using all their spells. A player could make bad choices in regards to spending healing surges ... but unlike with "going nova", there is no immediate reward to wasting healing surges.</p><p> </p><p>Therefore, the length of the day has to do with how hard the PCs get nailed by the monsters, not about how much the players hold back. The PCs have some control over it, but it involves making sure the Defender isn't taking all the damage (if the other PCs still have a lot of surges at the end of the day, something is wrong). Making good use of healing powers give more bang for your buck, etc.</p><p> </p><p>In 3.5, if you "wasted" your resources, you made the fight you were in easier to win, but made yourself less effective in later fights. In 4e if you "waste" your resources, you don't really get much benefit ... you just end up losing more healing surges.</p><p> </p><p>Also, while there are no wands to get back to full health at the cost of some money ... there are a number of magic items that give you "extra" surges, not to mention cleric abilities like cure light and cure moderate, not to mention other items that boost the healing per surge ammount. If nothing else, the durable feat gives a few more healing surges.</p><p> </p><p>If the same PC is always the one that forces the group to rest because they are out of surges, that PC should definitely look into taking the durable feat, but also, the party should reconsider their tactics if some of the other PCs have lots of surges to spare. Sometimes, a striker has to be willing to "defend" the defender ... or at least draw some of the fire, perhaps to allow the defender to use his particular mark based power (aegis of assault, divine challenge, etc). </p><p> </p><p>Basically, in 3.5, the resource management assumed you'd spend a certain number of resources on each fight ... and thus the challenge was supposed to be whether you could effectively manage the resources so that by the time you reached the last fight, you had enough resources left to win. However, you can overspend, and make the fight easier ... and once you "run out" of resources, you are going to be at an obvious disadvantage going into the next fight. So, by stopping short because you are out of resources, you are thus able to change the model ... eventually this shrinks down to 1 fight per day at it's most extreme. However, this has to do with party makeup (if you have no vancian spellcasters, it's going to be different), the players (they have to move towards this type of play), the DM (they let the players rest because they don't want a TPK for "forcing" them into a fight with few resources, or they respond by upping the difficulty and thus locking them in to 1 encounter/day by making the encounter very difficult).</p><p> </p><p>The way that 4e works, you can't just spend healing surges to make the fight end quicker and in your favor. Also a DM upping the difficulty might use up more healing surges, especially after the fight, but it's more likely to just kill the PCs. And that's one of the big changes in 4e. In 3e the idea was over the course of several encounters the PCs are wittled down in resources ... the last encounter is thus "dangerous" because they might run out of resources and not be able to stay alive. However, this meant the first X encounters weren't really dangerous ... that was another reason people went to 15-minute adventuring day ... why have X encounters per day to lead to the x+1 where they risked death when instead they can have a big blow out each day. In 4e, because the ammount of surges you can spend DURING the enounter is limited, it's possible to be at the brink of death in an encounter, and be able to get up after the encounter, spend some surges, and be ready to fight another encounter afterwards. </p><p> </p><p>Basically, an encounter does not have to burn through all the PCs daily resources to be deadly, it has to go through the encounter resources. At the end of the day it becomes doubly dangerous, since they may run out of daily or encounter resources before they can be saved.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4573863, member: 63763"] There is still a limiting factor. The goal was not to have the party be able to adventure without end indefinitely. The goal was to have the reason you decide to rest not be "I just used up all my spells" ... which a player can cause to occur by using all their spells. A player could make bad choices in regards to spending healing surges ... but unlike with "going nova", there is no immediate reward to wasting healing surges. Therefore, the length of the day has to do with how hard the PCs get nailed by the monsters, not about how much the players hold back. The PCs have some control over it, but it involves making sure the Defender isn't taking all the damage (if the other PCs still have a lot of surges at the end of the day, something is wrong). Making good use of healing powers give more bang for your buck, etc. In 3.5, if you "wasted" your resources, you made the fight you were in easier to win, but made yourself less effective in later fights. In 4e if you "waste" your resources, you don't really get much benefit ... you just end up losing more healing surges. Also, while there are no wands to get back to full health at the cost of some money ... there are a number of magic items that give you "extra" surges, not to mention cleric abilities like cure light and cure moderate, not to mention other items that boost the healing per surge ammount. If nothing else, the durable feat gives a few more healing surges. If the same PC is always the one that forces the group to rest because they are out of surges, that PC should definitely look into taking the durable feat, but also, the party should reconsider their tactics if some of the other PCs have lots of surges to spare. Sometimes, a striker has to be willing to "defend" the defender ... or at least draw some of the fire, perhaps to allow the defender to use his particular mark based power (aegis of assault, divine challenge, etc). Basically, in 3.5, the resource management assumed you'd spend a certain number of resources on each fight ... and thus the challenge was supposed to be whether you could effectively manage the resources so that by the time you reached the last fight, you had enough resources left to win. However, you can overspend, and make the fight easier ... and once you "run out" of resources, you are going to be at an obvious disadvantage going into the next fight. So, by stopping short because you are out of resources, you are thus able to change the model ... eventually this shrinks down to 1 fight per day at it's most extreme. However, this has to do with party makeup (if you have no vancian spellcasters, it's going to be different), the players (they have to move towards this type of play), the DM (they let the players rest because they don't want a TPK for "forcing" them into a fight with few resources, or they respond by upping the difficulty and thus locking them in to 1 encounter/day by making the encounter very difficult). The way that 4e works, you can't just spend healing surges to make the fight end quicker and in your favor. Also a DM upping the difficulty might use up more healing surges, especially after the fight, but it's more likely to just kill the PCs. And that's one of the big changes in 4e. In 3e the idea was over the course of several encounters the PCs are wittled down in resources ... the last encounter is thus "dangerous" because they might run out of resources and not be able to stay alive. However, this meant the first X encounters weren't really dangerous ... that was another reason people went to 15-minute adventuring day ... why have X encounters per day to lead to the x+1 where they risked death when instead they can have a big blow out each day. In 4e, because the ammount of surges you can spend DURING the enounter is limited, it's possible to be at the brink of death in an encounter, and be able to get up after the encounter, spend some surges, and be ready to fight another encounter afterwards. Basically, an encounter does not have to burn through all the PCs daily resources to be deadly, it has to go through the encounter resources. At the end of the day it becomes doubly dangerous, since they may run out of daily or encounter resources before they can be saved. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reasoning behind Extended Rests?
Top