Yaarel
🇮🇱 🇺🇦 He-Mage
Currently, for the long rest classes, I have been counting encounters until the next level. Most levels are fifteen. There is only one long rest per level, so the intended math works out. This is a "deep rest" that a player can use at any time during the level to fully refresh. For example, while other players are doing short rests ("normal rests"), one player whose character was seriously injured can decide to gain the benefits of the deep rest, while other characters gain the benefits of a short rest.So you kinda have a system of "sublevels". At Level 1.5, you recover all your hit points, spells and abilities. At Level 2, you recover all your hit points, spells, and abilities, and gain a new level.
Of course, it also means you can never nova. Most combats must be in a narrow range or players will be out of resources before they reach level x.5. That isn't ideal, either. Unless maybe you classify encounters explicitely as "easy, moderate or hard", so players know the can blow more resources. Kinda like Torg did - you have normal scenes and dramatic scenes, in dramatic scenes, the villains got more favorable conditions from the drama deck.
But, your point that this can also be standardized as a midway level up, also has merit. There is a full refresh long rest benefit when leveling up to 6, and could a gain happen after eight encounters and a kind of level up to "6.5". This regularity would give players a clearer sense of when the next refresh will happen, thus utilize resources accordingly, and perhaps encourage more teamwork to handle injured characters.
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