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<blockquote data-quote="Majoru Oakheart" data-source="post: 3772648" data-attributes="member: 5143"><p>Yeah, this is pretty much my point. In the current system, when the PCs rest is determined by when they run low on resources.</p><p></p><p>In most literature when the heroes rest is based on when it is appropriate for the story. Sure, there's all sorts of reasons for it: "We are tired and need to rest now", "I'm hungry and we need to stop and look for some shelter before it becomes dark", "My backpack broke and I need to sew it up so that I can continue, we might as well stop here for the night", "After many long battles we finally managed to beat the Lich King and stop his evil plot, we can finally rest", "This is the last safe haven before a 12 hour trek filled with danger through those mountains. Let's stop and get a chance to eat and regain our strength before we attempt it."</p><p></p><p>However, I've never seen anyone use the excuse "We're out of fireballs for the day" or "I can't use healing magic again until tomorrow" as excuses. It's normally some variation on "We're tired". Which, of course, only happens when it is dramatically appropriate. Being heroes, it is assumed that should it be necessary they could fight 20 battles in a day and just barely survive them. However, they don't NEED to fight 20 battles in this day and they are tired, so they rest. There are any number of heroic stories that show that despite being injured and tired that the heroes pushed on against impossible odds and succeeded because they HAD to, people were counting on them. That's what makes them heroes.</p><p></p><p>I see this type of play modeled well with a per encounter system. Players rest when there is a break in the action rather than when the numbers on their character sheet run low.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3772648, member: 5143"] Yeah, this is pretty much my point. In the current system, when the PCs rest is determined by when they run low on resources. In most literature when the heroes rest is based on when it is appropriate for the story. Sure, there's all sorts of reasons for it: "We are tired and need to rest now", "I'm hungry and we need to stop and look for some shelter before it becomes dark", "My backpack broke and I need to sew it up so that I can continue, we might as well stop here for the night", "After many long battles we finally managed to beat the Lich King and stop his evil plot, we can finally rest", "This is the last safe haven before a 12 hour trek filled with danger through those mountains. Let's stop and get a chance to eat and regain our strength before we attempt it." However, I've never seen anyone use the excuse "We're out of fireballs for the day" or "I can't use healing magic again until tomorrow" as excuses. It's normally some variation on "We're tired". Which, of course, only happens when it is dramatically appropriate. Being heroes, it is assumed that should it be necessary they could fight 20 battles in a day and just barely survive them. However, they don't NEED to fight 20 battles in this day and they are tired, so they rest. There are any number of heroic stories that show that despite being injured and tired that the heroes pushed on against impossible odds and succeeded because they HAD to, people were counting on them. That's what makes them heroes. I see this type of play modeled well with a per encounter system. Players rest when there is a break in the action rather than when the numbers on their character sheet run low. [/QUOTE]
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