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You Can't Take Short Rests
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<blockquote data-quote="jbear" data-source="post: 5515361" data-attributes="member: 75065"><p>Some interesting ideas in this thread which have my creative juices flowing all of a sudden. Which is grand 'cos they seem too few and far between of late. </p><p></p><p>The link to Gabe's thread has some fantastic ideas. I especially liked the loot cards to add a fun randomness to treasure distribution, especially because you could throw in some fun, wacky (non-standard) stuff in there. </p><p></p><p>I also think the key to making something like this 'extended' encounter work is building in the mechanic where </p><p></p><p>a) Taking a short rest is constantly impossible/highly risky</p><p>b) It is possible through certain actions or reaching certain areas to recharge powers or receive healing</p><p></p><p>If you establish an 'encounter area', let's say, each level of the dungeon in this case, there needs to be a reason that the PCs can't take a 5 minutes rest by closing the door of the room they are in. This reason needs to make sense, be fun, challenging and add the right amount of tension. I'd even propose building in ways to counteract this constant threat, either disabling it totally or disabling it temporarily. So Short Rests aren't a given but they can be achieved through clever play. But what I don't think you can do is simply say: 'This level of the dungeon counts as an encounter area, you can't rest til you've cleared it or find the stairs to the next level. Because my immeadiate question as a player would be: Why? I think there needs to be a decent answer to that question.</p></blockquote><p></p>
[QUOTE="jbear, post: 5515361, member: 75065"] Some interesting ideas in this thread which have my creative juices flowing all of a sudden. Which is grand 'cos they seem too few and far between of late. The link to Gabe's thread has some fantastic ideas. I especially liked the loot cards to add a fun randomness to treasure distribution, especially because you could throw in some fun, wacky (non-standard) stuff in there. I also think the key to making something like this 'extended' encounter work is building in the mechanic where a) Taking a short rest is constantly impossible/highly risky b) It is possible through certain actions or reaching certain areas to recharge powers or receive healing If you establish an 'encounter area', let's say, each level of the dungeon in this case, there needs to be a reason that the PCs can't take a 5 minutes rest by closing the door of the room they are in. This reason needs to make sense, be fun, challenging and add the right amount of tension. I'd even propose building in ways to counteract this constant threat, either disabling it totally or disabling it temporarily. So Short Rests aren't a given but they can be achieved through clever play. But what I don't think you can do is simply say: 'This level of the dungeon counts as an encounter area, you can't rest til you've cleared it or find the stairs to the next level. Because my immeadiate question as a player would be: Why? I think there needs to be a decent answer to that question. [/QUOTE]
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You Can't Take Short Rests
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