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General Tabletop Discussion
*Pathfinder & Starfinder
You Can't Take Short Rests
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<blockquote data-quote="Mengu" data-source="post: 5514237" data-attributes="member: 65726"><p>I think this is a good change of pace. It just has to be handled with care because these days, monsters are scarier than they used to be.</p><p></p><p>I'd make each area consist of maybe a standard creature and a bunch of minions, so it feels like a fuller encounter, without draining much in the way of resources. Maybe one person will blow an AoE encounter, but the rest of the mini encounter can be mopped up in one or two rounds with minor injuries.</p><p></p><p>I think it's imperative that each encounter be completed in 1-2 rounds. You give the players more rounds, and they will blow more encounter powers, thinking they are in the thick of a standard encounter. So at the end of round 2, monsters either flee, or surrender, or you just call it and conclude the monsters can be defeated easily at that point.</p><p></p><p>Time sensitive approach would be one way to enforce no short rests. Another option would be to give them the opportunity to take a short rest at some cost. For instance maybe they can retreat 5 rooms back (to a checkpoint) and bar the door to a room for a quick breather. Meanwhile more monsters fill the area. They have to clear the area and reach their next check point without a short rest to continue. (The old magic fountain, save game approach).</p><p></p><p>At lower levels when people only have 1 or two encounter powers, they might be blowing them very early, so this approach might get grindy. In that case after every 2 mini encounters, you might recharge an encounter power and allow expending one healing surge, to keep things interesting. Call it a mini rest to go with the mini encounters.</p><p></p><p>I've run back to back encounters but rarely more than 2. One of these days I'll try for 3-4 and see how it goes. Minions will be key.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5514237, member: 65726"] I think this is a good change of pace. It just has to be handled with care because these days, monsters are scarier than they used to be. I'd make each area consist of maybe a standard creature and a bunch of minions, so it feels like a fuller encounter, without draining much in the way of resources. Maybe one person will blow an AoE encounter, but the rest of the mini encounter can be mopped up in one or two rounds with minor injuries. I think it's imperative that each encounter be completed in 1-2 rounds. You give the players more rounds, and they will blow more encounter powers, thinking they are in the thick of a standard encounter. So at the end of round 2, monsters either flee, or surrender, or you just call it and conclude the monsters can be defeated easily at that point. Time sensitive approach would be one way to enforce no short rests. Another option would be to give them the opportunity to take a short rest at some cost. For instance maybe they can retreat 5 rooms back (to a checkpoint) and bar the door to a room for a quick breather. Meanwhile more monsters fill the area. They have to clear the area and reach their next check point without a short rest to continue. (The old magic fountain, save game approach). At lower levels when people only have 1 or two encounter powers, they might be blowing them very early, so this approach might get grindy. In that case after every 2 mini encounters, you might recharge an encounter power and allow expending one healing surge, to keep things interesting. Call it a mini rest to go with the mini encounters. I've run back to back encounters but rarely more than 2. One of these days I'll try for 3-4 and see how it goes. Minions will be key. [/QUOTE]
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You Can't Take Short Rests
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