And that's why, in the context of DnD, as to me, I'd rather avoid linking rests to mechanical or procedural results at the rules level (though it can be very appropriate at the module level). Because some rests are supposed to be taken. Some rests are ok, some are even necessary. How can you...
Rests opening up "hard moves" (however you want to call it) for the DM is basically what we were all saying with our "rests have narrative consequences". Time passing, random encounters, bad guys organising: all these are DM hard moves in PbtA parlance.
Which is exaclty what seems sensible to do if you want to play a little attrition.
They do. Now the three difficulty threshold read like:
— Low : no ressources needed. Will not tax the PCs, or nothing a short rest wouldn't offset.
— Moderate: some ressources needed. Will tax the PCs, but a...
The loss of the multiplier changes things a lot, wouldn't you say? Not against single opponents in the lower levels indeed, as you noticed, but single opponents are few and far between.
It encourages you to put some minions around your boss monster, yes, which is a common advice and a good practice. And in my experience, it totally expects a fully rested party in its calculation, meaning: if you put a fully rested party in front of this fight, you'll have this result. A high...
I know its on mine, some posts up.
Maybe because I'm not an hardcore dnd fan, I don't know, but it's clearly not my "second favorite edition", it's the only one I like, even if I did play quite a few campaigns with Basic and 2E back in the days.
I did answer exactly to this in my previous post. More specifically to this:
What would be yours? 0 %?
I mean, is the combat supposed to be challenging without the possibility of defeat? Or is the expectation here that fights only taxes ressources, they never threaten lives? If it is what...
If I may sum up my understanding and related questions about some of the (numerous) things said in this thread:
. The game is not suited to "nova players".
=> Indeed. 2014 was aimed at veteran players with a tendency towards old school dungeoneering, where rests are not easy and fights...
Might it be that many people like it like that?
Being that playing with characters always on full health, disregarding any narrative constraints is purely a choice, akin to select the easy mode or cheesing saves in a video game, and an entirely valid preference, why should we add hard coded...
I think the game in itself, in all of its parts, is designed to engage players in the fiction. Not to say that it's a given in all and every games and that idly playing just to push minis around is not valid or something, but it's clearly NOT the core experience the game is aiming for, which is...
City of Mist (a hackable hybrid of Fate and PbtA with which I can retroengineer loooot of games; character-centered, personal developments, mystery plots, enigmatic settings)
D&D 5E (standard fantasy adventure game with which I should be able to please any of my co-castaways; plot-centered but...