| Post/Author/DateTime | Post |
|---|---|
| #1dnd_brantfordDec 15, 2008 8:23:42 | Karma [INDENT]The DM will award karma points for good roll playing, players can spend any number of karma points to increase a current roll by that number. Only skill checks, saves, and to hits are affected (not damage) [/INDENT] Resting [INDENT]Players can only get the benefit of resting after an adventure is over, any other resting that takes place will only return one daily power and one healing surge[/INDENT] Notes: I know a lot of people might not like the resting rule, however here is my thinking on it. Several adventures consist of actually traveling from diff rent locations, giving the party chances to camp for the night, its hard as a DM to keep the encounters balanced when every other encounter the players are full again. 99% of my adventures are 8 encounters, which is the recommended amount of encounters that a party can go through without needed rest. So i think this particular rule is not bad for my particular campaign. In the end i think it still comes down to DMs judgment. |
| #2johnniiDec 15, 2008 20:25:54 | [INDENT]Players can only get the benefit of resting after an adventure is over, any other resting that takes place will only return one daily power and one healing surge[/INDENT] The whole thing of will depend of how many combat and non-combat the party goes through. More non-combat encounters = less need for resting. It can get pretty hard on some adventures, and suddenly very easy on others. I saw a suggestion somewhere to allow resting every milestone. This could be some type of indicator, maybe allow resting every other milestone (which = 4 encounters, which is the normal number of encounters a party goes through before resting). |
| #3dnd_brantfordDec 22, 2008 12:37:14 | i spoke with my players and discussed how they wanted to proceed with things. Karma was over rated, they said the last thing they need in this edition is yet something else to keep track of. As of the resting, they did not like it. We manged to build it into a easy skill challenge for them. To be used when traveling out in the wilderness or in a dungeon setting. 4 successes before 2 failures 1st fail = 10% chance of random encounter, -1 total healing surges for the party 2nd fail = random encounter, -2 (total) total healing surges for the party. The idea is that they failed to make a proper and save camp to successfully rest as they might be able to in a city. I gave +2 bonus if having different equipment and campfires and such. i usually have 500xp kicking around per adventure so it evens things out for them as well. |