FrogReaver
The most respectful and polite poster ever
What I just learned: Duration based abilities pose a problem in any modified rest system as well.
What I just learned: Duration based abilities pose a problem in any modified rest system as well.
As a bonus, the OP's idea would curb systematic abuses like that, as well, yes.
That hadn't occurred to me - I was too focused on the elephant in the room, I guess.![]()
Seems like it to me. Like taking a Second Wind every hour, on the hour. Technically legal, but not the point.It's actually not an abuse.
Seems like it to me. Like taking a Second Wind every hour, on the hour. Technically legal, but not the point.
Please reread what I wrote. I started down one path then, before you replied, corrected myself to focus on the salient points.Again, I disagree with your premise. The range of a magic missile isn't really a guideline. It's presented as a mechanical rule. Encounter building is a guideline, and they emphasize it as such, whereas they do not such thing with something like a spell description. There is a difference, and it's important. Which goes back to me saying you're taking those guidelines too literally and reading way too much into them. So if this discussion goes nowhere, it's only because you're treating suggestions as the same level of literalness as hard rules. Flawed basic premise.
*Edit* I just pulled up my DMG and looked to support my position. For one, right in the introduction, the DMG tells you that the PHB is rules, and the DMG is a guide to help you as the DM "adjudicate the rules", and to "give advice" on how to run the game. Also in the introduction it says right up front to tailor your adventures to fit the players' styles. Then in the encounter section itself, it's littered with phrases like "might", "may", and "likely". Then of course, the title of the book is called Dungeon Master's Guide. So clearly there is a distinction between something like a spell description or how a class feature works, and how encounter guidelines are just that--guidelines you may adjust as needed or desired.
How does your criticism here take effect, mechanically? Rest are tied to levels and levels are tied to encounters. The first couple of levels take about 1 adventuring day worth of encounters (so 2-3 short and 1 long rest). The next ten take about 2 adventuring days worth of encounters. The last several take about 1 and half adventuring days. So the chart ramps then is fairly flat (hence gaining more at level 5).The first problem with tying rests to levels is that the number of adventuring "days" between adventures varies. So you'd need to have the rules change at different level tiers.
Do you foresee that players will refuse to rest when a colleague wants to, because they don't want to expend any recoveries? (Note that they can rest with their colleague without spending recoveries, so you're assuming they just object to stopping!) A table with two entries (2 minor 1 major, 4 minor 2 major) is within the abilities of gamers to recall without looking it up, don't you think?Making it simple like "you have two long rests and 5 short rests each level" just means at low levels and high levels you can still rest whenever you want. Having to consult a table is awkward, and mandates everyone be the same level.
It'll make those slightly easier, if player milk their recoveries for maximum value. That feels like a far cry from "won't work"?It won't work with the published adventures though, because those have story based levelling. So you have fewer encounters per level.
It also won't work well with any campaign that uses quest experience, or awards experience for bypassing encounters without combat.
Good points worth raising. I considered the bad luck aspect against practical experience and believe that it makes very little difference to the rest situation. Percentually, players fail very few encounters and giving them greater control over rests will likely make the rests they do take more effective.IIt has the usual flaws with any system that firmly limits the number of rests based on an arbitrary criteria (number of encounters, amount of xp gained, time adventured, or, in this case, level): it's not reactive to the story and bad luck with the party
What happens when someone gets poisoned, turned to stone, cursed, diseased and the party needs to rest to prepare different spells?
What happen when they take a bunch of damage from the environment? Or traps? End up exhausted after travelling through the jungle?
What happens when the party takes and unexpected amount of damage in a fight, when the DM rolls well and the players roll poorly?
What happens when the party accidentally triggers two combat encounters at once and gets badly hurt?
If the rules make no allowances for the party to rest earlier than expected, then they risk being forced into a situation where they have to continue to adventure at significantly reduced power and risk a TPK, ending the campaign.
Yes, from very different PoVs.Are we talking the same thing here?
So there's a clear downside to the spell, it creates monsters that you can't control forever...Animate Dead is designed ,,.for him to lose control after 24 hours, so if he wants to maintain control, he has to cast the Animate Dead spell again every single day.