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Why Changes were made in 4e
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<blockquote data-quote="LostSoul" data-source="post: 4937409" data-attributes="member: 386"><p>Lots of replies!</p><p></p><p>My basic thought goes like this: It's always better to face encounters when you are fully rested (though not as fun, but that's my opinion). If you can rest, and the negatives for resting don't outweigh the positives, you should rest.</p><p></p><p>Dannyalcatraz: Would I be correct if I said that you rested only when needed, and avoiding having to rest by making smart choices during (and before!) combat?</p><p></p><p>Were there (generally) external pressures keeping you from resting? Time pressures, NPC actions, etc.?</p><p></p><p></p><p>an_idol_mind: The PCs don't "spam" resting in your games because the NPCs react to their actions, making resting a poor choice in some situations.</p><p></p><p>An example would be something like a poorly-defended guard post (a bunch of bored goblins) that gets reinforced and everyone's on the alert if the PCs give them to much time. Does that sound like something that would happen in your games?</p><p></p><p></p><p>Imban: What are some of the reasons the plot would instruct the PCs in your games to avoid resting?</p><p></p><p>You say that "meeting everything with maximum force and then napping is the best course of action when you know you can take a nap afterwards." I agree. What about this statement: You should use the minimum amount of resources needed to guarantee success in the encounter and then nap afterwards, even if you didn't spend that many resources. That limits the danger of an unexpected encounter and prepares you to deal with any future ones - since you don't know what you'll be facing up ahead, you'll want to make sure you have as many resources as possible!</p><p></p><p></p><p>RC: Good post, as always. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p>It seems to me that the only way to deal with the 15-minute adventuring day (in any edition) is for the DM to create tension between resting and regaining your resources and pushing forward.</p><p></p><p>In my game (4E) I've done a few things to extend the encounter day. I altered how extended rests work so that it takes longer to get back all your resources; I added in wandering monsters; I've used areas where it is impossible to rest (Thunderspire Labyrinth); and I have the NPCs react to the PC's actions. </p><p></p><p>All these choices that I've made as a DM have been to put pressure on Healing Surges and Daily powers so that each choice the players make becomes more important.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4937409, member: 386"] Lots of replies! My basic thought goes like this: It's always better to face encounters when you are fully rested (though not as fun, but that's my opinion). If you can rest, and the negatives for resting don't outweigh the positives, you should rest. Dannyalcatraz: Would I be correct if I said that you rested only when needed, and avoiding having to rest by making smart choices during (and before!) combat? Were there (generally) external pressures keeping you from resting? Time pressures, NPC actions, etc.? an_idol_mind: The PCs don't "spam" resting in your games because the NPCs react to their actions, making resting a poor choice in some situations. An example would be something like a poorly-defended guard post (a bunch of bored goblins) that gets reinforced and everyone's on the alert if the PCs give them to much time. Does that sound like something that would happen in your games? Imban: What are some of the reasons the plot would instruct the PCs in your games to avoid resting? You say that "meeting everything with maximum force and then napping is the best course of action when you know you can take a nap afterwards." I agree. What about this statement: You should use the minimum amount of resources needed to guarantee success in the encounter and then nap afterwards, even if you didn't spend that many resources. That limits the danger of an unexpected encounter and prepares you to deal with any future ones - since you don't know what you'll be facing up ahead, you'll want to make sure you have as many resources as possible! RC: Good post, as always. :) It seems to me that the only way to deal with the 15-minute adventuring day (in any edition) is for the DM to create tension between resting and regaining your resources and pushing forward. In my game (4E) I've done a few things to extend the encounter day. I altered how extended rests work so that it takes longer to get back all your resources; I added in wandering monsters; I've used areas where it is impossible to rest (Thunderspire Labyrinth); and I have the NPCs react to the PC's actions. All these choices that I've made as a DM have been to put pressure on Healing Surges and Daily powers so that each choice the players make becomes more important. [/QUOTE]
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