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2 years ago ::
May 09, 2011 - 8:22AM
#11
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Date Joined:
Jun 16, 2008
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I would just assume that they take extended rests unless the particular adventure has some mechanic tied to it.
If you want them to take extended rests and still want to keep levelling and alpha "reshuffle" as you have house ruled, you could always bring back healing surges.
Every time you heal, you use up a healing surge. When your healing surges are out, you cannot heal. This includes powers that allow you to heal in a way similar to second wind. During short rests, the rules stand as they do in the book but the players may choose to heal or not. If they do, then they mark off a healing surge. An extended rest restores all your healing surges.
Thus, if your players don't explicitly state that they're taking an extended rest, then they'll eventually run out of surges in which to heal. If they've become attached to their characters, they'll start to take extended rests in order to be able to heal.
I would probably give each character a number of surges equal to 5 + their Constitution modifier and possibly their level.
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2 years ago ::
May 09, 2011 - 9:15AM
#12
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Penalizing super mutants for not needing to rest often just seems like it is going to do nothing but kill off the fun of the game.
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2 years ago ::
May 21, 2011 - 6:23AM
#13
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Date Joined:
Oct 26, 2009
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Yeah... gotta love DMs who decide that penalties for certain actions are stupid, remove them, and then complain because there's no drawback to taking that action anymore.
What's really funny is to watch how quickly they try to blame the game system or their players when you tell them it's their own dumb fault.
Did you even read the first post or are you trying to troll? I haven't been complaining about the game. I said it was my own fault they don't feel compelled to take extended rests. I'm just looking for suggestions on ways to make extended rests more necessary/attractive within my own custom rules.
For those of you who offered genuine ideas instead of questioning my campaign settings, thanks.
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