CapnZapp
Legend
I've been wondering about how D&D is built-up around having daily resources that you need to rest for the "night" to regain.
Obviously, one reason is "that is how it has always been". But 4th Edition is very much it's own game, and so I am not satisfied with that answer.
Another is "to make you hold back on your kewlest powers".
But that implies that resting for the night (i.e. taking an extended rest; you can obviously squeeze in three or four bouts of adventuring in a single 24-hour period) is bad somehow. Something to be avoided.
But why is that? Where - in the rules of the PHB and DMG - does it specify the consequences of resting "too often"?
Okay, so once in a while your DM will tell you "the evil High Priest has now started his ritual of World Doom, which you all know will take precisely 48 hours to complete. What do you do?" and there you have a specific and perfectly adequate reason to fight your way to the top of his mountain stronghold without taking more than 48/6=8 extended rests, or you will have Failed.
But most (if not all!) adventures doesn't have anything even remotedly as constrained and inflexible as this.
Quite often you gain vague hints that you must act heroically and with some modicum of urgency or Bad Stuff will happen. But seldom will Bad Stuff happen just because you rolled badly the last encounter so you feel you have to take that one extra Extended Rest.
So why not take Extended Rests once you've used up your Daily powers and most of your item dailies as well.
What is the incentive to keep going, right down to your very last healing surges? When "everybody" seems to agree taking an Extended Rest is not only rightly deserved, but mandatory as well...
And taking it a step further - why is 4th edition still designed around this concept? Why is "not fighting for six hours" considered to be such a penalty that players are expected to avoid it, even if it means they regain their best powers?
All thoughts on this would be appreciated! (including links to any previous discussion, if any
Obviously, one reason is "that is how it has always been". But 4th Edition is very much it's own game, and so I am not satisfied with that answer.
Another is "to make you hold back on your kewlest powers".
But that implies that resting for the night (i.e. taking an extended rest; you can obviously squeeze in three or four bouts of adventuring in a single 24-hour period) is bad somehow. Something to be avoided.
But why is that? Where - in the rules of the PHB and DMG - does it specify the consequences of resting "too often"?
Okay, so once in a while your DM will tell you "the evil High Priest has now started his ritual of World Doom, which you all know will take precisely 48 hours to complete. What do you do?" and there you have a specific and perfectly adequate reason to fight your way to the top of his mountain stronghold without taking more than 48/6=8 extended rests, or you will have Failed.
But most (if not all!) adventures doesn't have anything even remotedly as constrained and inflexible as this.
Quite often you gain vague hints that you must act heroically and with some modicum of urgency or Bad Stuff will happen. But seldom will Bad Stuff happen just because you rolled badly the last encounter so you feel you have to take that one extra Extended Rest.
So why not take Extended Rests once you've used up your Daily powers and most of your item dailies as well.
What is the incentive to keep going, right down to your very last healing surges? When "everybody" seems to agree taking an Extended Rest is not only rightly deserved, but mandatory as well...
And taking it a step further - why is 4th edition still designed around this concept? Why is "not fighting for six hours" considered to be such a penalty that players are expected to avoid it, even if it means they regain their best powers?
All thoughts on this would be appreciated! (including links to any previous discussion, if any
