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General Tabletop Discussion
*Pathfinder & Starfinder
Reasoning behind Extended Rests?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4579112" data-attributes="member: 78547"><p>Healing surges <em>are</em> hitpoints, they're no different. My second level Fighter has 42 hitpoints and 12 surges with a surge value of 13 (he's a Dragonborn with 16 CON). This means he effectively has a maximum of 198 hitpoints. He can't access all of those at one time, but that's essentially his maximum hitpoints. Keeping track of your surges is all a part of that.</p><p></p><p>And regardless of whether or not you think I'm making fun of you, you're still making a very bad point. The system should not be redesigned because some players/parties cannot figure out how to play effectively. Where's the reward for players/parties that make effective use of their resources? All your proposing is to reward bad play. "If you blow through all your surges, that's okay, we'll give you more!" How is this productive? It will not make the individual players any better, and if anything, it could make them worse.</p><p></p><p>Plus, how many surges are you planning on giving out? You have to make it through two encounters to get to a milestone. So if you have a Fighter that's blown through 10+ surges in that time, you think 2 surges will get him to the next two encounters? Of course not! He's blowing through 5+ per encounter apparently, so 2 isn't going to cut it. Neither will 4 or 5. All you'll do is just extend their day by <strong>one</strong> encounter. If you're blowing through <em>that many </em>surges, then the only thing that would work is to get all of them back per milestone.</p><p></p><p>And remember, whatever surges you grant go to everyone. So when the Fighter has blown through 8 surges due to not tracking them and not managing resources well, other players will have full surge values. What happens when <em>they</em> hit a milestone? Will they gain extra surges in excess of their maximum value? If not, why are you punishing them? Why should they be barred from getting extra surges just because they didn't get hit?</p><p></p><p>This is why this system won't work. All it does is reward bad play on the part of the player/party and punish good play by not allowing them access to the same resources. Even if you do give them surges in excess of their maximum value, guess what? They're still at full surges while that other character getting hit a lot is at less than maximum. The player that's managing resources poorly is still going to be a drag on the party as whole, you've just dragged the process out for an extra encounter or two.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4579112, member: 78547"] Healing surges [I]are[/I] hitpoints, they're no different. My second level Fighter has 42 hitpoints and 12 surges with a surge value of 13 (he's a Dragonborn with 16 CON). This means he effectively has a maximum of 198 hitpoints. He can't access all of those at one time, but that's essentially his maximum hitpoints. Keeping track of your surges is all a part of that. And regardless of whether or not you think I'm making fun of you, you're still making a very bad point. The system should not be redesigned because some players/parties cannot figure out how to play effectively. Where's the reward for players/parties that make effective use of their resources? All your proposing is to reward bad play. "If you blow through all your surges, that's okay, we'll give you more!" How is this productive? It will not make the individual players any better, and if anything, it could make them worse. Plus, how many surges are you planning on giving out? You have to make it through two encounters to get to a milestone. So if you have a Fighter that's blown through 10+ surges in that time, you think 2 surges will get him to the next two encounters? Of course not! He's blowing through 5+ per encounter apparently, so 2 isn't going to cut it. Neither will 4 or 5. All you'll do is just extend their day by [B]one[/B] encounter. If you're blowing through [I]that many [/I]surges, then the only thing that would work is to get all of them back per milestone. And remember, whatever surges you grant go to everyone. So when the Fighter has blown through 8 surges due to not tracking them and not managing resources well, other players will have full surge values. What happens when [I]they[/I] hit a milestone? Will they gain extra surges in excess of their maximum value? If not, why are you punishing them? Why should they be barred from getting extra surges just because they didn't get hit? This is why this system won't work. All it does is reward bad play on the part of the player/party and punish good play by not allowing them access to the same resources. Even if you do give them surges in excess of their maximum value, guess what? They're still at full surges while that other character getting hit a lot is at less than maximum. The player that's managing resources poorly is still going to be a drag on the party as whole, you've just dragged the process out for an extra encounter or two. [/QUOTE]
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