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*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="Hillsy7" data-source="post: 7184398" data-attributes="member: 6689191"><p>[As a disclaimer - I'm rather uncomfortable taking away this sort of mechanic from narrative control of the DM, and so my suggestion is very much coloured by that. Basically the DM has control of this already - its's called the story. However, I will attempt to Codify that....]</p><p></p><p>I think having XP, rests, and refreshes as a progression mechanic adds more gamification than it reduces. It also risks watering down social use powers, and player creativity - plus of course the GM would have to inform the party when they are in a social "encounter" rather than just acting socially.....</p><p></p><p>I would instead prefer to see any management of party resting rates dealt by the GM in story and word terms, rather than by XP/Levelling terms. For example, a simple threat from a DM that something will change in world terms should the players dally - perhaps this is codified to "You enter the stronghold - you have only a few hours before [insert something unpleasant permanent damage to the world]" - e.g. Before the BBEG sends his assassins out. This means they can still succeed, but there are permanent consequences to too much resting, like a King is killed and the replacement is a pal of the BBEG and turns the town against the party.</p><p></p><p>Another option would be to explicit abotu using random ecounter tables, and let the party know that some of these might be pretty crap - too many rests increases the probability that the room the rest in is actually a trap, or returning back to the inn risks mistaken identity by the guards, and some magic items being confiscated as contraband.</p><p></p><p>Also, healing potions that degrade - rest too often, they are rendered useless (depends on party make up of course), Items that when activated work for a period of time then require 8 hours of recharge, and so on......</p><p></p><p>Basically, the DM can put lots of time pressure in codified ways (If you take more than 3 short rests the Bad Guy gets to enact "a scheme" which will make your position in the world worse), without having to resort to hard limitations (You are out of refreshes for the day now...any rests recharge no powers) which promote more gamification.....</p><p></p><p>My tuppenceworth anyway....</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7184398, member: 6689191"] [As a disclaimer - I'm rather uncomfortable taking away this sort of mechanic from narrative control of the DM, and so my suggestion is very much coloured by that. Basically the DM has control of this already - its's called the story. However, I will attempt to Codify that....] I think having XP, rests, and refreshes as a progression mechanic adds more gamification than it reduces. It also risks watering down social use powers, and player creativity - plus of course the GM would have to inform the party when they are in a social "encounter" rather than just acting socially..... I would instead prefer to see any management of party resting rates dealt by the GM in story and word terms, rather than by XP/Levelling terms. For example, a simple threat from a DM that something will change in world terms should the players dally - perhaps this is codified to "You enter the stronghold - you have only a few hours before [insert something unpleasant permanent damage to the world]" - e.g. Before the BBEG sends his assassins out. This means they can still succeed, but there are permanent consequences to too much resting, like a King is killed and the replacement is a pal of the BBEG and turns the town against the party. Another option would be to explicit abotu using random ecounter tables, and let the party know that some of these might be pretty crap - too many rests increases the probability that the room the rest in is actually a trap, or returning back to the inn risks mistaken identity by the guards, and some magic items being confiscated as contraband. Also, healing potions that degrade - rest too often, they are rendered useless (depends on party make up of course), Items that when activated work for a period of time then require 8 hours of recharge, and so on...... Basically, the DM can put lots of time pressure in codified ways (If you take more than 3 short rests the Bad Guy gets to enact "a scheme" which will make your position in the world worse), without having to resort to hard limitations (You are out of refreshes for the day now...any rests recharge no powers) which promote more gamification..... My tuppenceworth anyway.... [/QUOTE]
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