mamba
Legend
how about we play D&D for that?They should play DCC if they want a game that feels like DND.
how about we play D&D for that?They should play DCC if they want a game that feels like DND.
or just wake you via wandering monsters, and keep doing it until you get the hint that this is not the right place to rest.The gains are too huge & any actual risk almost entirely relies on the GM invoking GM fiat or rocks fall type scenarios.
good thing it uses a resource that grows in the jungles of Chult, the frozen lands around Icewind Dale, the deeps of the Underdark, and pretty much any other climate you can think of…There is no DM hording the privilege of gathering over the players. They can do it if they're travelling, period.
Farmville, the TTRPGDepends on the resource, and I wouldn't include refining myself; Id assume that as part of the crafting process if it isn't explicitly already in there. (In my system, smelting and tanning is assumed as part of crafting martial weapons and armor, as is spinning and carving for their magical counterparts).
"but we've been taking watch cycles why are we being railroaded like puppets without getting to react to those? What were the monsters? can we skin the monsters?"or just wake you via wandering monsters, and keep doing it until you get the hint that this is not the right place to rest.
I agree that stuff like tiny hut makes avoiding this scenario much too easy however
yes, you had your tension pool. No matter how you slice and dice it, you removed resources as one (large) component of attrition however
wait, so you still sleep / rest, then why remove it as a recharge mechanic?
ok, I am not seeing a functional difference here, only semantics
how about we play D&D for that?
Ultimately it is under the control of the DM how much of it there is in the game world
Farmville, the TTRPG
"but we've been taking watch cycles why are we being railroaded like puppets without getting to react to those? What were the monsters? can we skin the monsters?"
Yeah I'd prefer just encounter powers and dailies. I think it's also easier to balance around.
I also think that after a fight the PCs should only need a couple of minutes to use as many hit dice as they want to heal up. It's a limited resource so it can't be abused, and it takes pressure of magical healing (something I dislike in D&D, but that's another matter).
Yea that's the difference between the old 2e style & 5e. When the GM said "You guys were hoping to rest for ... six hours was it?... the first [dice clatter] 2 went ok, but pretty quick the watch that Alice & bob were taking saw clear that the locals caught your scent & it's not safe to push for more" was just a quick turnaround with "cool so that gives Cindy/Dave that gives you a good chunk of spells back right? like 12 levels worth? Cindy can you use some of that twelve levels worth of spells* healing Alice?".Sometimes I think its like people selectively decide to act like theres never been huge internet arguments over how bad and railroadey interrupting rests feels.
Thats where things like safe haven rules came from in the zeitgeist, trying to bridge the gap between players who hate knowing they're just being interrupted arbitrarily and DMs who don't have any other means to enforce attrition if players are abusing rests.