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*Pathfinder & Starfinder
You Can't Take Short Rests
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<blockquote data-quote="I'm A Banana" data-source="post: 5514134" data-attributes="member: 2067"><p>Well, I did note that extended rests restore the amount of short rests you can take, but you guys are, of course, technically correct. Functionally, though this is mostly anecdotal under multiple DMs with several different gorups, I've never seen a party have to continue on without healing surges. Parties always have (nearly) full HP when going into an encounter, IMXP. Plus, encounter powers are recharged. Something I'm looking to encourage with this bit is the management of resources over the longer term. Which is why I'm probably relegating extended rests only to safe towns (or the rare "dungeon safe zone"). </p><p></p><p>It's not so much a "too easy" thing as it is a pacing thing. I'd like the tension to scale gradually, with the party taking a more cautious, measured route. Keeping the party closer to death at all times, making them feel fragile...this is all part of the "dungeon survival horror" feel. I don't want them to BE weaker, but I do want them to avoid the nova capability (or at least parse it out at the right moment). As an aside, If my D&D combats are going to take 30-45 minutes anyway, I'd like to see them doing more other stuff during it, too. Spending an entire night's gaming on clearing 4 rooms of goblins isn't fast enough for me. <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><p></p><p>Hmm...looks like I might really need a way to get folks who aren't leaders to blow their big guns here, so they feel the pressure of using their most powerful resources, not knowing what may lie ahead...Any recommendations? How might you get reluctant players to bomb the place with encounters and dailies? I'm thinking making them more effective (bonuses to hit, forex) is Step 1, but there's gotta be more ways...</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5514134, member: 2067"] Well, I did note that extended rests restore the amount of short rests you can take, but you guys are, of course, technically correct. Functionally, though this is mostly anecdotal under multiple DMs with several different gorups, I've never seen a party have to continue on without healing surges. Parties always have (nearly) full HP when going into an encounter, IMXP. Plus, encounter powers are recharged. Something I'm looking to encourage with this bit is the management of resources over the longer term. Which is why I'm probably relegating extended rests only to safe towns (or the rare "dungeon safe zone"). It's not so much a "too easy" thing as it is a pacing thing. I'd like the tension to scale gradually, with the party taking a more cautious, measured route. Keeping the party closer to death at all times, making them feel fragile...this is all part of the "dungeon survival horror" feel. I don't want them to BE weaker, but I do want them to avoid the nova capability (or at least parse it out at the right moment). As an aside, If my D&D combats are going to take 30-45 minutes anyway, I'd like to see them doing more other stuff during it, too. Spending an entire night's gaming on clearing 4 rooms of goblins isn't fast enough for me. ;) Hmm...looks like I might really need a way to get folks who aren't leaders to blow their big guns here, so they feel the pressure of using their most powerful resources, not knowing what may lie ahead...Any recommendations? How might you get reluctant players to bomb the place with encounters and dailies? I'm thinking making them more effective (bonuses to hit, forex) is Step 1, but there's gotta be more ways... [/QUOTE]
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You Can't Take Short Rests
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