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General Tabletop Discussion
*Pathfinder & Starfinder
Stopping the "extended rest after every encounter"
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<blockquote data-quote="useridunavailable" data-source="post: 4319953" data-attributes="member: 53676"><p>Personally, I think milestones might be a little bit stingy.</p><p></p><p>1 action point: Nice, but in and of itself, not something you're going to want to bend over backwards for most of the time.</p><p></p><p>1 extra item daily: You may or may not even have the items to make use of this feature. Pretty mediocre until higher levels.</p><p></p><p>I may houserule milestones to give you the use of any one daily power in addition to the action point (instead of the item power thing). That way, if you've used a significant number of resources in the first encounter of the day, it makes sense to try and motor through a second one on your terms so that you have the resources to survive a potential ambush during your rest.</p><p></p><p><strong>Solution 1: Relentless Assault:</strong> As for the party resting in the town, would it disrupt the plot too much to have locals double as assassins loyal to the BBEG, lying in wait for their opportunity to strike? Ambushing the party while they rest at an inn could make things pretty ugly for the PCs. For example, unless the characters are evil, they probably don't want to drop scorching bursts, breath weapons, and the like for fear of collateral damage to innocent bystanders (not to mention the structure itself).</p><p></p><p><strong>Solution 2: No Time to Lose:</strong> Another solution is to include time-sensitive elements in the campaign. Throw in a quest (along with a reward) which involves saving a noble's daughter before she's sacrificed to mister-evil-death-god by mister-evil-death-cultist on the full moon or the evil anniversary of something or other. Maybe she's been captured by a group of slavers who intend to put her on a ship for a far off continent or something.</p><p></p><p>Personally, I kind of like solution 2 because it's less railroady and more a choice between getting a reward and pressing on or being wimps and letting the noble's daughter slip into certain doom.</p></blockquote><p></p>
[QUOTE="useridunavailable, post: 4319953, member: 53676"] Personally, I think milestones might be a little bit stingy. 1 action point: Nice, but in and of itself, not something you're going to want to bend over backwards for most of the time. 1 extra item daily: You may or may not even have the items to make use of this feature. Pretty mediocre until higher levels. I may houserule milestones to give you the use of any one daily power in addition to the action point (instead of the item power thing). That way, if you've used a significant number of resources in the first encounter of the day, it makes sense to try and motor through a second one on your terms so that you have the resources to survive a potential ambush during your rest. [b]Solution 1: Relentless Assault:[/b] As for the party resting in the town, would it disrupt the plot too much to have locals double as assassins loyal to the BBEG, lying in wait for their opportunity to strike? Ambushing the party while they rest at an inn could make things pretty ugly for the PCs. For example, unless the characters are evil, they probably don't want to drop scorching bursts, breath weapons, and the like for fear of collateral damage to innocent bystanders (not to mention the structure itself). [b]Solution 2: No Time to Lose:[/b] Another solution is to include time-sensitive elements in the campaign. Throw in a quest (along with a reward) which involves saving a noble's daughter before she's sacrificed to mister-evil-death-god by mister-evil-death-cultist on the full moon or the evil anniversary of something or other. Maybe she's been captured by a group of slavers who intend to put her on a ship for a far off continent or something. Personally, I kind of like solution 2 because it's less railroady and more a choice between getting a reward and pressing on or being wimps and letting the noble's daughter slip into certain doom. [/QUOTE]
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Stopping the "extended rest after every encounter"
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