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General Tabletop Discussion
*Pathfinder & Starfinder
Stopping the "extended rest after every encounter"
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<blockquote data-quote="Tervin" data-source="post: 4325175" data-attributes="member: 66491"><p>When writing and preparing for 4E adventures I have felt a problem that is almost the opposite. I am not worried that my players will want to take too many rests. The stories we play out tend to be paced so that we very seldom have several combat encounters in a row, but when they are the players are fine with following the intentions of the story and being heroic enough to press on.</p><p></p><p>The problem I am working with is planning for about half the encounters being combat in a game that is created so that you can easily fit in four fights in a day... the campaign easily turns silly with the speed the characters are gaining levels if you look at in game time. If you also consider that we normally play what I think will be translated into 2-3 encounter sessions at a time, playing through a single in game day would take about 3 sessions.</p><p></p><p>What my solution is? Have parts of the campaign that will be combat focused with 4-6 encounters a day, and where there will be little chance to stop for extended rests in the middle. (For example - how do you do that while the enemy invades your home with wave after wave of enemies?) Other parts will be mostly investigation, social encounters etc, with an occasional combat to spice it up. To make it fair, and to make all encounters exciting enough I will use different guidelines for how hard an encounter should be for those different parts of the campaign.</p><p></p><p>Btw... listen to Starfox. I haven't seen him play D&D for at least 15 years but he was good enough back then that I still remember his playstyle. (Crystal Dagger Tournament is a keyword for what I am talking about. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p></blockquote><p></p>
[QUOTE="Tervin, post: 4325175, member: 66491"] When writing and preparing for 4E adventures I have felt a problem that is almost the opposite. I am not worried that my players will want to take too many rests. The stories we play out tend to be paced so that we very seldom have several combat encounters in a row, but when they are the players are fine with following the intentions of the story and being heroic enough to press on. The problem I am working with is planning for about half the encounters being combat in a game that is created so that you can easily fit in four fights in a day... the campaign easily turns silly with the speed the characters are gaining levels if you look at in game time. If you also consider that we normally play what I think will be translated into 2-3 encounter sessions at a time, playing through a single in game day would take about 3 sessions. What my solution is? Have parts of the campaign that will be combat focused with 4-6 encounters a day, and where there will be little chance to stop for extended rests in the middle. (For example - how do you do that while the enemy invades your home with wave after wave of enemies?) Other parts will be mostly investigation, social encounters etc, with an occasional combat to spice it up. To make it fair, and to make all encounters exciting enough I will use different guidelines for how hard an encounter should be for those different parts of the campaign. Btw... listen to Starfox. I haven't seen him play D&D for at least 15 years but he was good enough back then that I still remember his playstyle. (Crystal Dagger Tournament is a keyword for what I am talking about. ;)) [/QUOTE]
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Stopping the "extended rest after every encounter"
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