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Long rests getting better but GM needs still not being considered
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<blockquote data-quote="Ruin Explorer" data-source="post: 8882477" data-attributes="member: 18"><p>PREACH IT BROTHER!!! 🖐</p><p></p><p>Just glad to hear someone actually admit that, rather than endlessly saying "JUST TIME PRESSURE THEM!".</p><p></p><p>It's a good post and good analysis (imho).</p><p></p><p>I feel like the ultimate solution is that we should basically eliminate the concept of Short Rests, and move to something a bit more like 4E and some earlier version of the D&D Next playtest, where you get either have daily resources, or your resources basically are "per combat" (or a mix of the two), and where out of combat, you can essentially spend HD at will (maybe 5 mins of bandaging etc.).</p><p></p><p>Then have some kind of lesser rest which <em>prevents exhaustion </em>(and perhaps even drops 1 level of it - but only 1), and regains some number of HD (possibly and HP), like, maybe 25% or 50%, but doesn't regain any Daily resources. Maybe 4 hours long and you don't have to necessarily sleep or be "safe", but you do have to stop moving. Also you can probably need a gap between it and benefiting from it again (8 hours? 20? I dunno).</p><p></p><p>A big part of the problem is illustrated here:</p><p></p><p></p><p></p><p>Parties have to be kind of dumb/suicidal to accept forced march penalties, even with a doom clock or other reasons to hurry, and that absolutely also applies to the -1-type exhaustion from the Cleric packet. That's arguably actually worse in a lot of situations, because it immediately and seriously negatively impacts your ability to fight, whereas 1 of level of exhaustion in the other system is most an out-of-combat annoyance (unless dealing with a ton of grappling or similar).</p><p></p><p>So I think simultaneously making easier to avoid exhaustion, and giving a way to regain some HP (especially important for parties with limited magical healing), without immediately giving back four million tons of Daily resources would be quite beneficial. What do you think?</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8882477, member: 18"] PREACH IT BROTHER!!! 🖐 Just glad to hear someone actually admit that, rather than endlessly saying "JUST TIME PRESSURE THEM!". It's a good post and good analysis (imho). I feel like the ultimate solution is that we should basically eliminate the concept of Short Rests, and move to something a bit more like 4E and some earlier version of the D&D Next playtest, where you get either have daily resources, or your resources basically are "per combat" (or a mix of the two), and where out of combat, you can essentially spend HD at will (maybe 5 mins of bandaging etc.). Then have some kind of lesser rest which [I]prevents exhaustion [/I](and perhaps even drops 1 level of it - but only 1), and regains some number of HD (possibly and HP), like, maybe 25% or 50%, but doesn't regain any Daily resources. Maybe 4 hours long and you don't have to necessarily sleep or be "safe", but you do have to stop moving. Also you can probably need a gap between it and benefiting from it again (8 hours? 20? I dunno). A big part of the problem is illustrated here: Parties have to be kind of dumb/suicidal to accept forced march penalties, even with a doom clock or other reasons to hurry, and that absolutely also applies to the -1-type exhaustion from the Cleric packet. That's arguably actually worse in a lot of situations, because it immediately and seriously negatively impacts your ability to fight, whereas 1 of level of exhaustion in the other system is most an out-of-combat annoyance (unless dealing with a ton of grappling or similar). So I think simultaneously making easier to avoid exhaustion, and giving a way to regain some HP (especially important for parties with limited magical healing), without immediately giving back four million tons of Daily resources would be quite beneficial. What do you think? [/QUOTE]
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