Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Monster Creation in D&D Next
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5976458" data-attributes="member: 54877"><p>Part of it is because logically where this kind of thinking carries us, when we look at the mechanics and handling time, is a place a lot of people don't want to go. (Kind of like how making Armor as AC only makes sense if you work it through, only in reverse.)</p><p> </p><p>To wit, consider having two forms of resting. We'll call the natural form "resting" and the more magical form "recharging" for sake of example. Then you might have something like this:</p><p> </p><p>Short Rest - lets you bandage some wounds, drink potions and cast spells freely, etc. All it really means that if you aren't pressed right this minute, and have got some charges left in the wand of <em>cure light wounds</em>, you can cast 'em if you've got 'em.</p><p> </p><p>Short Recharge - takes about the same amount of time as a short rest and can thus overlap it (i.e. individual party members can do one or the other). You regain some hit points and/or some "encounter" abilities. In Next, you can use a hit die.</p><p> </p><p>Long Rest - get back hit points equal to your level, plus Con Mod. Regain a <strong>limited</strong> number of Vancian spells. Begin the long process of shrugging off long-term effects, such as 3E ability damage healing. You can do this once per day.</p><p> </p><p>Long Recharge - Boom! Get back all your hit points and spells, or very close anyway. Regain ability damage and other long-term effects in a major way, if not fully. Overlaps with Long Rest the same way the short variants overlap with each other.</p><p> </p><p>Now, to bring that back to what you were proposing, <strong>charge XP for the recharge effect</strong>, and base the cost on the level of the character getting the recharge. I'd start with something around 3% to 5% of what is needed for a level, but have this gradually increase over the course of an adventure, perhaps modified by events. You might even include a "coward" penalty if the party novas against very weak opponents and then rests. </p><p> </p><p>It works out about the same as adjusting the final XP based on expected play, but is more organic in that the players are getting immediate feedback. Plus, they can very clearly set their own tolerances. That is, if one group hates to lose any XP, they can work hard not to do so. Whereas another group might consider throwing in a rest or two every adventure part of the price of doing "efficient" business. </p><p> </p><p>Of course, as I've said elsewhere, this would work even better if tied to a robust and fluid action point currency or something similar. If you can use action points for extra actions, but also use them to "recharge" abilities, it becomes a very serious trade between rapid, less effective options versus more measured, more effective options.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5976458, member: 54877"] Part of it is because logically where this kind of thinking carries us, when we look at the mechanics and handling time, is a place a lot of people don't want to go. (Kind of like how making Armor as AC only makes sense if you work it through, only in reverse.) To wit, consider having two forms of resting. We'll call the natural form "resting" and the more magical form "recharging" for sake of example. Then you might have something like this: Short Rest - lets you bandage some wounds, drink potions and cast spells freely, etc. All it really means that if you aren't pressed right this minute, and have got some charges left in the wand of [I]cure light wounds[/I], you can cast 'em if you've got 'em. Short Recharge - takes about the same amount of time as a short rest and can thus overlap it (i.e. individual party members can do one or the other). You regain some hit points and/or some "encounter" abilities. In Next, you can use a hit die. Long Rest - get back hit points equal to your level, plus Con Mod. Regain a [B]limited[/B] number of Vancian spells. Begin the long process of shrugging off long-term effects, such as 3E ability damage healing. You can do this once per day. Long Recharge - Boom! Get back all your hit points and spells, or very close anyway. Regain ability damage and other long-term effects in a major way, if not fully. Overlaps with Long Rest the same way the short variants overlap with each other. Now, to bring that back to what you were proposing, [B]charge XP for the recharge effect[/B], and base the cost on the level of the character getting the recharge. I'd start with something around 3% to 5% of what is needed for a level, but have this gradually increase over the course of an adventure, perhaps modified by events. You might even include a "coward" penalty if the party novas against very weak opponents and then rests. It works out about the same as adjusting the final XP based on expected play, but is more organic in that the players are getting immediate feedback. Plus, they can very clearly set their own tolerances. That is, if one group hates to lose any XP, they can work hard not to do so. Whereas another group might consider throwing in a rest or two every adventure part of the price of doing "efficient" business. Of course, as I've said elsewhere, this would work even better if tied to a robust and fluid action point currency or something similar. If you can use action points for extra actions, but also use them to "recharge" abilities, it becomes a very serious trade between rapid, less effective options versus more measured, more effective options. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Monster Creation in D&D Next
Top