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8 months ago ::
Nov 09, 2012 - 7:36AM
#11
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Date Joined:
Aug 24, 2005
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I'm curious about how Temporary Hit points should be handled. I had a player get some in the initial scuffle with the orcs, and I wasn't sure if I should have them go away, or stick around after the mini-encounter.
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8 months ago ::
Nov 09, 2012 - 8:24AM
#12
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Date Joined:
Jun 18, 2003
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I would have them stick around, but that's just me.
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8 months ago ::
Nov 09, 2012 - 11:05AM
#13
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Date Joined:
Apr 15, 2007
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That's a good point, I hadn't thought of that. Temporary hit points normally clear at the "start of a short rest". If you consider the entire session to be one "encounter", just broken up into parts, then there's no real reason for temporary hit points to go away.
Although that begs the question of how to handle "until the end of the encounter" effects on Daily powers. I'm a bit torn on this point. On the one hand, it makes very little sense for the benefit of a Daily to persist while travelling for days on end, but on the other hand, if the "encounter" of a session is broken up into a fight against 5 minions and then a real enemy later, it really does feel like you're punishing your Cleric for using Lesser Aspect of Wrath early.
Let alone Mage Daily powers that create encounter zones.
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
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8 months ago ::
Nov 09, 2012 - 2:33PM
#14
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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A good story explanation is that the Darkness is causing this effect. It stresses everyone out magically, such that they would really need to retire completely from their quest for the effect to not be felt. When they are traversing the wilderness and investigating these issues then they can't take short rests.
Mechanically, if there are issues then I recommend addressing them on a case-by-case basis. If there is a power that you think needs recharging, find a way it can recharge, such as a boon similar to the Tears item. Perhaps they find an item that can restore an encounter power, and it has three charges. This lets the party decide what is really needed and self-throttle the recharge. With most encounters being not particularly difficult, it shouldn't be an issue power-wise. DMs can adjust this as needed. Maybe a shaman orc working for Many Arrows provides herbs that restore their choice of 1-2 encounter powers, etc.
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8 months ago ::
Nov 11, 2012 - 11:14AM
#15
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Date Joined:
Mar 17, 2010
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How long does the short rest last? If 10 minutes or so, then I would call it short. If an hour or so, then it's not a short rest.
One dagger is a plot point. A thousand daggers is inventory. Thank you for disrailing this thread.
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8 months ago ::
Nov 11, 2012 - 9:21PM
#16
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Date Joined:
Apr 15, 2007
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Roughly 5 minutes, if you want to pin down a time. Most games don't bother tracking the exact amount- generally "you pause to dress your wounds and catch your breath before moving on". Even in "classic" D&D, this takes about the same time as searching a room for loot.
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
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