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General Tabletop Discussion
*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="KarinsDad" data-source="post: 7184793" data-attributes="member: 2011"><p>Ok, so players at some tables are finagling in too many rests in an adventuring day? Err, how? Is this a Warlock thing? Cause I haven't seen it at our table, even when we had 3 multiclassed Warlocks at the same time. None of our players really push for rests unless they are both out of most of their "short rest recovered" abilities and they are somewhat low on hit points.</p><p></p><p>Yes, I see where this system will reduce the total number of "recoveries" between levels so it will reduce the overall number of rests, but won't the issue of "we recover in the middle of the dungeon" replace "we rest in the middle of the dungeon"? When a PC is at 5 hit points out of 60, the player is still going to try to get those back with a recovery.</p><p></p><p>Sorry, I still must be missing something.</p><p></p><p></p><p>Our table must be more self managing. If only one player wants to take a rest, he's told to hang out in the back and the party moves forward. Or possibly they'll give him a few potions or minor spells if he is bloodied. It's typically only if half or more of the players want to rest does the party actually rest. And with the entire game concept of it being the primary way to heal and with there being so many abilities that recover on a short rest, the game is designed for PCs to take short rests. I must not just see the abuse that you speak of at my table. Course, we have 6 PCs at the moment, so a larger group can shift roles around a bit more.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7184793, member: 2011"] Ok, so players at some tables are finagling in too many rests in an adventuring day? Err, how? Is this a Warlock thing? Cause I haven't seen it at our table, even when we had 3 multiclassed Warlocks at the same time. None of our players really push for rests unless they are both out of most of their "short rest recovered" abilities and they are somewhat low on hit points. Yes, I see where this system will reduce the total number of "recoveries" between levels so it will reduce the overall number of rests, but won't the issue of "we recover in the middle of the dungeon" replace "we rest in the middle of the dungeon"? When a PC is at 5 hit points out of 60, the player is still going to try to get those back with a recovery. Sorry, I still must be missing something. Our table must be more self managing. If only one player wants to take a rest, he's told to hang out in the back and the party moves forward. Or possibly they'll give him a few potions or minor spells if he is bloodied. It's typically only if half or more of the players want to rest does the party actually rest. And with the entire game concept of it being the primary way to heal and with there being so many abilities that recover on a short rest, the game is designed for PCs to take short rests. I must not just see the abuse that you speak of at my table. Course, we have 6 PCs at the moment, so a larger group can shift roles around a bit more. [/QUOTE]
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