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You Can't Take Short Rests
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<blockquote data-quote="WalterKovacs" data-source="post: 5517350" data-attributes="member: 63763"><p>One situation that involved this kind of thing occured just the other day with our group.</p><p> </p><p>We had just "snuck" into the baddies hideout. I was able to teleport in and Coup de Grace a sleeping enemy (blowing my 1/encounter sneak attack, an encounter power, and resetting my shroud count), and we engaged the two guards. One ran off, while we quickly dispatched the other guy. While we were getting ready to rest up, or deciding to follow the guy who ran off, we were attacked at long range by a couple of other guys. Fearing being attacked from both sides if we waited for the runner to get reinforcements, we went after the ones who were there. They made a fighting retreat to an area with more reinforcements where we had what was basically a real encounter compared to the starting mini-encounter. One of the people from that encounter fellback further, but our group decided it may not be a great idea to continue, fell back and barricaded several doors (as well as found the scrying device that tipped them off to our breaking into the place, which we used to see if we were going to be attacked from that side during our short rest).</p><p> </p><p>The threat of enemies gathering reinforcements when they run away has encouraged us to go on without a short rest a few times. We've also had some fun cases where a medusa was trying to run away by heading through dense forest, but unfortunately the elven druid had lots of speed an terrain ignoring shifts to keep up with her and take her down single handedly.</p><p> </p><p>The layout of the floor can help things out. Lacking a means of baracading themselves into a "safe" place, any short rest could be interupted. Thus luring them in to prevent an easy exit is important (and it also gives the party a means to rest if necessary ... fighting their way back to the entrance to "escape" ... which can get them a rest but will probably make the encounter harder (as the enemies can use that time to regroup, organize, etc. From our example, during our short rest, the enemy we chased off also healed herself.</p><p> </p><p>Having some sniper positions can also push the player's along ... if the enemy is able to shoot at them without it being easy to fight back, the player's will likely have to go elsewhere. So traps, murder holes, arrow slits, etc can help in that department.</p><p> </p><p>It is important to keep in mind what the player's are capable of. Some people have dailies or encounters that are useful for clearing multiple enemies at once, while others have powerful single target effects. If there is a mix of reasonably sized groups (likely using minions), as well as tough opponent's (elites probably), then there will be situations where either power is useful. Encounter long effects that are locked in place are weaker (and will likely encourage the group to try and draw enemies into a fight in one particular area), while others (stances, barbarian rages, weapon boosters from artificer) will be extremely powerful if the clock isn't ticking. If the player's know they only have five minutes before the rage wears off, that will definitely encourage them to ignore the attempt at a short rest and keep moving.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5517350, member: 63763"] One situation that involved this kind of thing occured just the other day with our group. We had just "snuck" into the baddies hideout. I was able to teleport in and Coup de Grace a sleeping enemy (blowing my 1/encounter sneak attack, an encounter power, and resetting my shroud count), and we engaged the two guards. One ran off, while we quickly dispatched the other guy. While we were getting ready to rest up, or deciding to follow the guy who ran off, we were attacked at long range by a couple of other guys. Fearing being attacked from both sides if we waited for the runner to get reinforcements, we went after the ones who were there. They made a fighting retreat to an area with more reinforcements where we had what was basically a real encounter compared to the starting mini-encounter. One of the people from that encounter fellback further, but our group decided it may not be a great idea to continue, fell back and barricaded several doors (as well as found the scrying device that tipped them off to our breaking into the place, which we used to see if we were going to be attacked from that side during our short rest). The threat of enemies gathering reinforcements when they run away has encouraged us to go on without a short rest a few times. We've also had some fun cases where a medusa was trying to run away by heading through dense forest, but unfortunately the elven druid had lots of speed an terrain ignoring shifts to keep up with her and take her down single handedly. The layout of the floor can help things out. Lacking a means of baracading themselves into a "safe" place, any short rest could be interupted. Thus luring them in to prevent an easy exit is important (and it also gives the party a means to rest if necessary ... fighting their way back to the entrance to "escape" ... which can get them a rest but will probably make the encounter harder (as the enemies can use that time to regroup, organize, etc. From our example, during our short rest, the enemy we chased off also healed herself. Having some sniper positions can also push the player's along ... if the enemy is able to shoot at them without it being easy to fight back, the player's will likely have to go elsewhere. So traps, murder holes, arrow slits, etc can help in that department. It is important to keep in mind what the player's are capable of. Some people have dailies or encounters that are useful for clearing multiple enemies at once, while others have powerful single target effects. If there is a mix of reasonably sized groups (likely using minions), as well as tough opponent's (elites probably), then there will be situations where either power is useful. Encounter long effects that are locked in place are weaker (and will likely encourage the group to try and draw enemies into a fight in one particular area), while others (stances, barbarian rages, weapon boosters from artificer) will be extremely powerful if the clock isn't ticking. If the player's know they only have five minutes before the rage wears off, that will definitely encourage them to ignore the attempt at a short rest and keep moving. [/QUOTE]
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