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General Tabletop Discussion
*Pathfinder & Starfinder
You Can't Take Short Rests
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<blockquote data-quote="WalterKovacs" data-source="post: 5517568" data-attributes="member: 63763"><p>The raiding/hunting/patrol concept works to make things create some time sensitive options for the player.</p><p> </p><p>On the way in, they want to make sure any group they encounter they either avoid completely, or destroy completely (or at least, make it impossible for whoever is remaining to alert other groups). However, if they sneak past all the patrols and get to the lair, the patrols will eventually return. In which case, the group either slowly clears out the lair and ends up getting the patrols showing up during a fight OR if they clear the whole lair with fewer rests they can either escape, or set up ambushes for the returning patrols.</p><p> </p><p>On the flip side, if they do slaughter a patrol ... there is a time limit to when that patrol would be expected back. If they kill a patrol, rest, kill a patrol, rest, etc ... they'll likely alert the lair that someone is killing patrols, and either they'll send out tougher patrols OR pull everyone back into the lair and set up a tougher battle.</p><p> </p><p>So, in this way the group is given a meaningful option. They can make encounters easier NOW (by resting) at the risk of making later fights tougher. Or they can push forward now in the hopes of making later fights easier (or at least, at a more even level). In some cases (i.e. clearing out the lair with few if any rests), they can also earn a consequence free rest. (i.e. they can rest while they wait to ambush returning patrols.)</p><p> </p><p>Also, if the players understand the risk/reward, they'll probably try to avoid rests, but take them when they are desperate, since resting when you don't need to makes things tougher in the long run without necessarily making things that much easier in the short term.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5517568, member: 63763"] The raiding/hunting/patrol concept works to make things create some time sensitive options for the player. On the way in, they want to make sure any group they encounter they either avoid completely, or destroy completely (or at least, make it impossible for whoever is remaining to alert other groups). However, if they sneak past all the patrols and get to the lair, the patrols will eventually return. In which case, the group either slowly clears out the lair and ends up getting the patrols showing up during a fight OR if they clear the whole lair with fewer rests they can either escape, or set up ambushes for the returning patrols. On the flip side, if they do slaughter a patrol ... there is a time limit to when that patrol would be expected back. If they kill a patrol, rest, kill a patrol, rest, etc ... they'll likely alert the lair that someone is killing patrols, and either they'll send out tougher patrols OR pull everyone back into the lair and set up a tougher battle. So, in this way the group is given a meaningful option. They can make encounters easier NOW (by resting) at the risk of making later fights tougher. Or they can push forward now in the hopes of making later fights easier (or at least, at a more even level). In some cases (i.e. clearing out the lair with few if any rests), they can also earn a consequence free rest. (i.e. they can rest while they wait to ambush returning patrols.) Also, if the players understand the risk/reward, they'll probably try to avoid rests, but take them when they are desperate, since resting when you don't need to makes things tougher in the long run without necessarily making things that much easier in the short term. [/QUOTE]
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You Can't Take Short Rests
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