Just add a milestone mechanic module

Minigiant

Legend
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From all my experience with video and tabletop games I've learned that players have an instinct to rest when they can and continue if they feel they don't have to.

If you add a consequence to resting/heading back, players are less likely to do so. Many DMs are good at this and are adept at organically creating time sensitive quests and organically removing safe places to rest. Some DMs aren't. And even then it does get silly if every quest is time sensitive to the day, there are no moderately safe places rest, or every monster has the upgradable daily resources to bulk up after seeing adventurers' handiwork.

But if you go the other route and mechanically give players a reason to continue, they are more likely to do so.
so.

Look at video games where dead enemies drop health potions/orbs at a noticeable rate. Players will gravitate to crazy treasure hunting bersekers if they feel that their resources can be restored a bit it the next room.

4E tried this a little with their milestone rule. As characters went through encounters, they were rewarded with action points and magic item recharges. It was a method to encourage characters to continue even when their daily resources dwindle. But the main limiter in that edition was healing surges, so when that ran low DMs had to force players to continue if they wanted them to.

I'd like to see it come back as a module and be expanded to directly restore spent resources.

After X% of XP or Y hours of adventuring, characters get a milestone. Character can then spend milestones to:

Regain an hit die
Regain X levels of spells
Regain Y spell point
Regain daily based class features

This way if the group chooses to, the system can take some of the strain off of the DM and encouraging players to have their characters continue.

What do you think?
 

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It's extra bookkeeping for a problem most people don't seem to have.

I guess you could (once again) make it optional, but I wouldn't make the basic rules more complicated than they need to.
 

I think it could work, but only to some extent. A problem of the 15 minute adventuring day is also how it favors the spellcasters because he has the most powerful resources he can get back. In 3E, healing wasn't even a problem once (or if) the party could afford Wands of Cure Light Wounds. So a milestone mechanic wouldn't even help here.

D&D Next may have no expected treasure values and easy access to magical items by default, so it may be that even the Potion Brewer cannnot create a large supply of healing potions, so it could work here.

It's extra bookkeeping for a problem most people don't seem to have.

I guess you could (once again) make it optional, but I wouldn't make the basic rules more complicated than they need to.
The OP describes it as a optional module already, so it's certainly not a basic rule, but it could still be part of the core rules in that it's included in wherever they put the modules in in the core rule books for Next.
 


[MENTION=710]Mustrum_Ridcully[/MENTION]

That is the beauty of it all. The group will determine what the various classes get back if they don't like the default.

The default could be that you get 1 milestone after 2 encounters. Each spent milestone grants 1 HD or 1d3 levels of spells.
If you think the time is too short, make it 1 milestone per 4 encounters.
If you see your casters lack reason to continue, make a milestone restore 1d6 spell level or 1d3 spell slots.
If you prefer to do it as experience, give 1 milestone per 10% or 20% of the level experience gained.
If you don't like it, no milestones.
If you want, you can replace resting with milestones (that is how my 4E game works)
 

One of my games is a Fallout New-Vegas themed custom 4e variant and characters actually lose their daily powers and action points when they take a long rest. Dailies and action points are recovered through quest milestones.

It provides great incentive to push on, and the players like it. I'm thinking about doing something similar for my other two 4e games.
 

In one of my 4e games, whenever I need to extend adventuring days, I provide ways to restore surges, recover dailies, recharge item dailies and the like. Works perfectly fine in my situation. But if one character has daily powers, and the other does not, such tinkering has a good chance of leading to an imbalance. If the system were to provide a method or guideline as to how this could be accomplished in the fairest fashion, it would be a welcome addition.
 

I think this would be a welcome addition to the toolbox. If the balance is pegged at a certain xp budget per adventuring day, it would be very helpful if the rules provided an optional mechanism for milestones that DMs could use to adjust the balance.

If I want to run a "24" style game where a ton of action takes place in a short time period, it would be nice if there was a "refresh" mechanism that was balanced across the classes.

-KS
 

One of my games is a Fallout New-Vegas themed custom 4e variant and characters actually lose their daily powers and action points when they take a long rest. Dailies and action points are recovered through quest milestones.

It provides great incentive to push on, and the players like it. I'm thinking about doing something similar for my other two 4e games.

We now have 4 or 5 thread independently discussing this point. This has got to be the most interesting mechanical solution I have found*.

Whilst there is the carrot on the stick to move forward (i.e. getting your dailies) is there equal motivation to rest? I am guessing (given this was for a 4e variant) it was healing surges. With this you have to balance out your hit point resources against your daily powers (i.e. do I rest to regain HS, or do I push on to gain dailies). It actually makes it a genuine mechanically based decision with pro's and cons on both sides.

Im impressed.

*For the record, Im of the camp that sais make your enviroment organic and the problem goes away...but still, a good idea is a good idea, and [MENTION=18340]CM[/MENTION] had a good idea :)
 

[MENTION=82425]BobTheNob[/MENTION]

The issue with the workday was that there is not always an organic reason to move characters forward. Even when there is one, you can only do it so many times before it hints to railroading or gets inorganic and contrived.

Of course if your DM never has that problem then it is fine. And don't use milestones.
 

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