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Limiting Short Rests to 2x/day
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<blockquote data-quote="Emberashh" data-source="post: 9132933" data-attributes="member: 7040941"><p>The more I see topics like this just go on endlessly the more Im reminded of the sheer vitriol I got for saying this whole rest thing is garbage design and should just be dropped. </p><p></p><p>Which is actually mildly ironic given how my own games Survival system is shaping up, but in that context I take the idea of time-gated resource restoration and tie it to something that makes for both a lot more sense but also allows for more meaningful content. Ie, Food. Resting in my system only helps to slow the drain of Energy dice your potions rely on to restore you to fighting shape; you have to eat to get them, and what you eat has tradeoffs for time, and thats before you get into all the benefits food bring just on their own, regardless of your Characters Needs, as Food will be as deeply customizable as Weapons, Spells, etc are. Your character having favorite foods and Tastes will actually matter for quite a lot. </p><p></p><p>Done that way, the idea of the party needing to stop and camp, or stick close to a hospitable city or village all becomes very natural and resonant with the narratives and all that, and unlike tying everything to rests that are only ever buttons, Players get more to engage with thats actually fun and interesting. Its well integrated, is what Im saying, whereas with DND you generally have to go out of your way to make resting meaningful mechanically, and it generally doesn't work. </p><p></p><p>Hence, hundreds of pages of back and forth trying to find the perfect way to do whats fundamentally a flawed and disconnected mechanic.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9132933, member: 7040941"] The more I see topics like this just go on endlessly the more Im reminded of the sheer vitriol I got for saying this whole rest thing is garbage design and should just be dropped. Which is actually mildly ironic given how my own games Survival system is shaping up, but in that context I take the idea of time-gated resource restoration and tie it to something that makes for both a lot more sense but also allows for more meaningful content. Ie, Food. Resting in my system only helps to slow the drain of Energy dice your potions rely on to restore you to fighting shape; you have to eat to get them, and what you eat has tradeoffs for time, and thats before you get into all the benefits food bring just on their own, regardless of your Characters Needs, as Food will be as deeply customizable as Weapons, Spells, etc are. Your character having favorite foods and Tastes will actually matter for quite a lot. Done that way, the idea of the party needing to stop and camp, or stick close to a hospitable city or village all becomes very natural and resonant with the narratives and all that, and unlike tying everything to rests that are only ever buttons, Players get more to engage with thats actually fun and interesting. Its well integrated, is what Im saying, whereas with DND you generally have to go out of your way to make resting meaningful mechanically, and it generally doesn't work. Hence, hundreds of pages of back and forth trying to find the perfect way to do whats fundamentally a flawed and disconnected mechanic. [/QUOTE]
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Limiting Short Rests to 2x/day
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