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<blockquote data-quote="Gadget" data-source="post: 6288871" data-attributes="member: 23716"><p>In a 4e mindset, your healing surges are your strategic resource that are husbanded, not necessarily Hit Points. It may not have always worked out this way in practice, but there are play style issues involved as well. I can't speak for your friend or his/her players, but if the DM was constantly contriving ways to keep players from achieving a short rest, I could see the players getting upset. On the other hand, it is reasonable that nearby dangerous would react to the sounds of a battle in the next room; It all comes down to one of the banes (or strengths, depending on you view) of 4E: encounter design. For example, 4e could work perfectly well with a short rest changed to an over night duration and a long rest becoming recuperating in a more safe, secure location. Adventure and encounter design would have to be adjusted to account for such things to some degree, but it could work fine, especially for less combat focused games. </p><p></p><p>It should be noted that the whole 'short rest' phenomenon is merely a formalization of play styles that were quite common in previous versions of the game: wands of <em>cure light</em> used after every encounter, virtual kegs of healing potions consumed and found along the way, cleric healing people up after, or during, a battle, etc. I've know of people who scoff at the 'ridiculousness' of this 'martial healing' offered as a 'crutch' to players that makes the game to gonzo and unbelievable for their tastes; yet they have games where healing potions are more common than weeds and healing wands are practically growing on trees, which, in its own way, is just as gonzo to me, particularly from a world building perspective. Certainly this playstyle is not indicative of many who enjoy true old school resource management, or very gritty games, or other play styles that do not take kindly to easier hit point recovery, yet I think it was the perceived prevalence of the the above play style that lead to short rests, along with the desire to reduce the dependence on 'having to have a healbot (cleric) along'.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6288871, member: 23716"] In a 4e mindset, your healing surges are your strategic resource that are husbanded, not necessarily Hit Points. It may not have always worked out this way in practice, but there are play style issues involved as well. I can't speak for your friend or his/her players, but if the DM was constantly contriving ways to keep players from achieving a short rest, I could see the players getting upset. On the other hand, it is reasonable that nearby dangerous would react to the sounds of a battle in the next room; It all comes down to one of the banes (or strengths, depending on you view) of 4E: encounter design. For example, 4e could work perfectly well with a short rest changed to an over night duration and a long rest becoming recuperating in a more safe, secure location. Adventure and encounter design would have to be adjusted to account for such things to some degree, but it could work fine, especially for less combat focused games. It should be noted that the whole 'short rest' phenomenon is merely a formalization of play styles that were quite common in previous versions of the game: wands of [I]cure light[/I] used after every encounter, virtual kegs of healing potions consumed and found along the way, cleric healing people up after, or during, a battle, etc. I've know of people who scoff at the 'ridiculousness' of this 'martial healing' offered as a 'crutch' to players that makes the game to gonzo and unbelievable for their tastes; yet they have games where healing potions are more common than weeds and healing wands are practically growing on trees, which, in its own way, is just as gonzo to me, particularly from a world building perspective. Certainly this playstyle is not indicative of many who enjoy true old school resource management, or very gritty games, or other play styles that do not take kindly to easier hit point recovery, yet I think it was the perceived prevalence of the the above play style that lead to short rests, along with the desire to reduce the dependence on 'having to have a healbot (cleric) along'. [/QUOTE]
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