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Decoupling [healing + resource recovery] from 'resting'
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<blockquote data-quote="Flamestrike" data-source="post: 6791454" data-attributes="member: 6788736"><p>Im noticing a lot of DMs are frustrated/ confused with the expected [rest/ encounter] paradigm of 5E. Many are finding the expected [6-8 encounter/ 2 short rest] adventuring day between long rests to be too much of a grind, or miss the fact the game [and the classes] balances properly around this expectation. Others are finding it difficult to enforce due to nova tactics by players.</p><p></p><p>The DMG presents options for rest variants [longer rests in particular] to cater for this very problem, but many DMs are still put off by this variant for various reasons. While longer rests may be appropriate for adventuring days featuring 0-2 encounters [such as wilderness travel] they slow down your average dungeon crawl immensely. An option put forward has been variable rests; in 'wilderness exploration/ travel' mode, your PCs rely on the longer rest variant. Once the game 'zooms in' to the dungeon, where longer ADs are expected, normal rest pacing kicks in.</p><p></p><p>This might address some of the problems but is clunky in a few ways.</p><p></p><p>I was thinking; would a 'milestone' system of resource recovery/ healing be a solution? Effectively decoupling the recharge of resources [spell slots, action surge, ki etc] and [hit dice and healing] from <em>actual physical resting</em>. I was thinking something like:</p><p></p><p></p><ul> <li data-xf-list-type="ul">All PCs get the benefit of a long rest recharge [HP refresh, HD and long rest resources recharge] automatically every six encounters [or when otherwise OK'd by the DM, such as at important breaks in the story].</li> <li data-xf-list-type="ul">All PCs get the benefit of a short rest recharge [the ability to spend HD to heal, recover short rest resources] every two encounters [or when otherwise allowed by the DM]</li> </ul><p></p><p>The advantages of this system are apparent. It eliminates nova tactics, removes the 5 minute AD, enforces class and encounter balance and is transparent to the players. It also gives the DM the flexibility to add in an extra short rest or long rest as dictated by the story or the situation [such as when the players have had a session of really bad luck and are limping through to the next encounter].</p><p></p><p>The milestone system is one that works in many games, and 5Es resource management/ encounter design/ rest paradigm seem perfectly suited to it. The only problem seems to be simulationist arguments against [why is variable healing and recharge happening from an 'in game' perspective].</p><p></p><p>Anyone have any thoughts on the above proposal, or any suggestions for a plausible 'in game' reason a DM could use to explain such variable healing/ recharging resources?</p><p></p><p>I was thinking maybe: 'The PCs have the eye of the Gods.The Gods reward their efforts to advance the saga' or something like that.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6791454, member: 6788736"] Im noticing a lot of DMs are frustrated/ confused with the expected [rest/ encounter] paradigm of 5E. Many are finding the expected [6-8 encounter/ 2 short rest] adventuring day between long rests to be too much of a grind, or miss the fact the game [and the classes] balances properly around this expectation. Others are finding it difficult to enforce due to nova tactics by players. The DMG presents options for rest variants [longer rests in particular] to cater for this very problem, but many DMs are still put off by this variant for various reasons. While longer rests may be appropriate for adventuring days featuring 0-2 encounters [such as wilderness travel] they slow down your average dungeon crawl immensely. An option put forward has been variable rests; in 'wilderness exploration/ travel' mode, your PCs rely on the longer rest variant. Once the game 'zooms in' to the dungeon, where longer ADs are expected, normal rest pacing kicks in. This might address some of the problems but is clunky in a few ways. I was thinking; would a 'milestone' system of resource recovery/ healing be a solution? Effectively decoupling the recharge of resources [spell slots, action surge, ki etc] and [hit dice and healing] from [I]actual physical resting[/I]. I was thinking something like: [LIST] [*]All PCs get the benefit of a long rest recharge [HP refresh, HD and long rest resources recharge] automatically every six encounters [or when otherwise OK'd by the DM, such as at important breaks in the story]. [*]All PCs get the benefit of a short rest recharge [the ability to spend HD to heal, recover short rest resources] every two encounters [or when otherwise allowed by the DM] [/LIST] The advantages of this system are apparent. It eliminates nova tactics, removes the 5 minute AD, enforces class and encounter balance and is transparent to the players. It also gives the DM the flexibility to add in an extra short rest or long rest as dictated by the story or the situation [such as when the players have had a session of really bad luck and are limping through to the next encounter]. The milestone system is one that works in many games, and 5Es resource management/ encounter design/ rest paradigm seem perfectly suited to it. The only problem seems to be simulationist arguments against [why is variable healing and recharge happening from an 'in game' perspective]. Anyone have any thoughts on the above proposal, or any suggestions for a plausible 'in game' reason a DM could use to explain such variable healing/ recharging resources? I was thinking maybe: 'The PCs have the eye of the Gods.The Gods reward their efforts to advance the saga' or something like that. [/QUOTE]
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