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General Tabletop Discussion
*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="Jester David" data-source="post: 7184617" data-attributes="member: 37579"><p>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.</p><p>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. </p><p></p><p>It won't work with the published adventures though, because those have story based levelling. So you have fewer encounters per level. </p><p>It also won't work well with any campaign that uses quest experience, or awards experience for bypassing encounters without combat. </p><p></p><p>It 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</p><p></p><p>What happens when someone gets poisoned, turned to stone, cursed, diseased and the party needs to rest to prepare different spells? </p><p>What happen when they take a bunch of damage from the environment? Or traps? End up exhausted after travelling through the jungle?</p><p>What happens when the party takes and unexpected amount of damage in a fight, when the DM rolls well and the players roll poorly? </p><p>What happens when the party accidentally triggers two combat encounters at once and gets badly hurt?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7184617, member: 37579"] 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. 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 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. It 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. [/QUOTE]
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