tag:blogger.com,1999:blog-1991833568800031158.post4937732158017710487..comments2023-10-16T07:47:36.179+11:00Comments on Eleven Foot Pole: Milestones And The Extended RestGreg Tannahillhttp://www.blogger.com/profile/00823898295759037081noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1991833568800031158.post-54149217390850757202009-07-15T00:00:46.787+10:002009-07-15T00:00:46.787+10:00Rings counteract this somewhat, and if more stuff ...Rings counteract this somewhat, and if more stuff improved after you'd passed at least one milestone, you'd actually have a viable choice. Sadly, its not, but maybe next edition they'll make it so some powers (probably encounter powers) got better after you'd passed at least one milestone. That would make it unfavorable to retreat from a dungeon mid-adventure, because you're better off with the improved encounter powers.<br /><br />Another possibility would be to simply limit daily powers and healing surges on a per-level rather than a per-day basis, but that has its own issues.Titanium Dragonhttps://www.blogger.com/profile/09324402866579912148noreply@blogger.comtag:blogger.com,1999:blog-1991833568800031158.post-44806590310631911472009-05-16T13:27:00.000+10:002009-05-16T13:27:00.000+10:00I thought you could only take an extended rest if ...I thought you could only take an extended rest if it's been at least twelve hours since your last extended rest. My group can make it through the same four or five encounters before needing to take an extended rest, but realistically, this constitutes maybe an hour or two of in-game time. In twelve hours, they should be all the way through a dungeon. <br /><br />That presents some interesting results. Either the party, most likely, isn't powerful enough to make it through the entire dungeon without taking an extended rest, which the adventure assumes, since you're supposed to return to Winterhaven sometime, which, without metagaming, would mean to most people that they're too weak to stop the ritual from taking place and not ready for the dungeon. Or else nothing presents enough of a challenge to the party, they're not using up healing surges every combat, and there is no reason to take an extended rest after four or five encounters, so obviously the game is too easy to be challenging and therefore much fun to the party. <br /><br />And with 4th edition rules stating one extended rest per day (12 hours), isn't that counter intuitive to the classical DnD idea of a dungeon crawl of connected rooms with encounters lasting less than a minute with five minutes between encounters? With a single encounter even at every ten minutes, that's still a dozen encounters without being close to the 12 hour mark. What is going on? <br /><br />It'd make more sense to have a milestone recharge a healing surge or a daily power or something. Not enough to keep the party ahead of the curve, but maybe enough to keep them trudging through a few extra encounters and perhaps the dungeon before needing to either hole themselves up (for close to a day if they have to wait for 12 hours, and then take an 8 hour extended rest) or retreat with their tails between their legs.Oscarhttps://www.blogger.com/profile/03587835670304597132noreply@blogger.comtag:blogger.com,1999:blog-1991833568800031158.post-4477508255987637412009-05-07T09:42:00.000+10:002009-05-07T09:42:00.000+10:00It seems that the problem is with the balance betw...It seems that the problem is with the balance between difficulty of encounters and the ability of characters to recuperate. In my (low-level, extremely limited, personally anecdotal) experience, newish characters can muscle through 4, maybe 5 encounters before absolutely requiring an extended rest (out of surges, daily power used, not fully healed). That might even be a bit much generally, as my group includes a pretty bad ass battle rage vigor fighter who can absorb tons of damage--but we don't get the extra cleric HP for healing outside combat. <br /><br />The problem is that 4 encounters might be a full game session, but it's probably not enough to reliably get the narrative to a resting spot. In Keep, there are the two ambushes and then either the cave or burial ground--you could rest after doing one of those without a narrative problem. But the idea of backing out of the keep itself to sleep and charge right back in? That strikes me as...a difficult feat to incorporate into a reasonable narrative. <br /><br />Encounter difficulty is necessary for the fun. Limited resources are similarly useful. But huge dungeons with more than one days worth of encounters are there too...<br /><br />I rambled away from the milestone thing. Since you start with an action point, you can use one in every other encounter, and losing them in an extended rest is no problem at all. There is little point in massing them up. I don't really understand why you can only use one in an encounter; if they are to "stand in" for used up dailies, shouldn't you be able to throw three+ attacks in one turn? If that's a problem for paragon/epic level play, maybe you can spend 3 in an encounter on heroic, two on paragon, and one at epic?Unknownhttps://www.blogger.com/profile/12281540805711533323noreply@blogger.com