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Reasoning behind Extended Rests?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4580364" data-attributes="member: 78547"><p>Yes, I have. However, it was not after only one fight. Additionally, it's because our Wizard doesn't carry any close blast spells, and doesn't have Thunderwave. So he sits in the back pelting out his spells and never comes up close to help other party members that are in trouble. Plus, our DM doesn't usually attack him period, and prefers to focus on the frontline guys. Bad tactics on the part of the DM? Perhaps...or just being an effective Defender. Either way though, it's the DM and the Wizard that are creating the situation by either not attacking the Wizard or by having the Wizard do everything he can to stay as far away from the fight as possible...sometimes to the detriment of the party by being more than 10 squares away. At that range, he can't use many of his powers, and relies on Magic Missile.</p><p></p><p>Your point? If you have 30 arrows and you use them all, you have 0 shurikens. Unless there's a weapons trader in the middle of the dungeon, there's no way to restock other than leaving and going back to town. The same applies to any consumable. You can have a lot, and you can increase the number you carry, but you can still run out. Would you also propose that if you run out of a consumable that you can magically get them back at a milestone? Probably not...but why are healing surges suddenly different?</p><p></p><p>That's the point of surges. When you have 0 or negative hitpoints you can't continue either. Heck, you have very low hitpoints and no healing, then it's very danagerous to continue with the encounter you're in, even if you have 10 surges in reserve. That's because you're limited in how many you can access in a fight. Granted, you could have healing items, but there are ways that those could be taken away, or all used up.</p><p></p><p>This is like saying that the action types are a mechanic designed to <strong>prevent </strong>you from taking actions. If you have a character that constantly mismanages resources by taking double moves, he'll never attack because he keeps trading down his standard for a move. Does that mean that we should make attacks minor actions? Of course not! It's up to the character to manage the limited resource of his 3 actions per round, and use them to play effectively. If he can't, then he's not doing his job correctly.</p><p></p><p>Healing surges are no different. It's up to the player and the party to manage their healing resources. If they choose to squander them by sending out the Fighter to soak up <strong>all</strong> the damage so that they never get hit, then they have to deal with the consequences. If instead, they use the Ranger in the party to sometimes try to take the heat off the Fighter and spread the damage around, then they're operating better as a party and using fewer of the Fighter's surges.</p><p></p><p>You shouldn't just give them extra surges though, because then you're just rewarding bad play and unsound tactics.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4580364, member: 78547"] Yes, I have. However, it was not after only one fight. Additionally, it's because our Wizard doesn't carry any close blast spells, and doesn't have Thunderwave. So he sits in the back pelting out his spells and never comes up close to help other party members that are in trouble. Plus, our DM doesn't usually attack him period, and prefers to focus on the frontline guys. Bad tactics on the part of the DM? Perhaps...or just being an effective Defender. Either way though, it's the DM and the Wizard that are creating the situation by either not attacking the Wizard or by having the Wizard do everything he can to stay as far away from the fight as possible...sometimes to the detriment of the party by being more than 10 squares away. At that range, he can't use many of his powers, and relies on Magic Missile. Your point? If you have 30 arrows and you use them all, you have 0 shurikens. Unless there's a weapons trader in the middle of the dungeon, there's no way to restock other than leaving and going back to town. The same applies to any consumable. You can have a lot, and you can increase the number you carry, but you can still run out. Would you also propose that if you run out of a consumable that you can magically get them back at a milestone? Probably not...but why are healing surges suddenly different? That's the point of surges. When you have 0 or negative hitpoints you can't continue either. Heck, you have very low hitpoints and no healing, then it's very danagerous to continue with the encounter you're in, even if you have 10 surges in reserve. That's because you're limited in how many you can access in a fight. Granted, you could have healing items, but there are ways that those could be taken away, or all used up. This is like saying that the action types are a mechanic designed to [B]prevent [/B]you from taking actions. If you have a character that constantly mismanages resources by taking double moves, he'll never attack because he keeps trading down his standard for a move. Does that mean that we should make attacks minor actions? Of course not! It's up to the character to manage the limited resource of his 3 actions per round, and use them to play effectively. If he can't, then he's not doing his job correctly. Healing surges are no different. It's up to the player and the party to manage their healing resources. If they choose to squander them by sending out the Fighter to soak up [B]all[/B] the damage so that they never get hit, then they have to deal with the consequences. If instead, they use the Ranger in the party to sometimes try to take the heat off the Fighter and spread the damage around, then they're operating better as a party and using fewer of the Fighter's surges. You shouldn't just give them extra surges though, because then you're just rewarding bad play and unsound tactics. [/QUOTE]
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