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A mechanical solution to the problem with rests
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<blockquote data-quote="KarinsDad" data-source="post: 7184931" data-attributes="member: 2011"><p>He didn't appear to be stating that those were RAW in his first post, rather he called them fundamental balancing principles. He did use the term RAW in a later on post in response to your guideline post, but I'm not convinced he meant it the way that you are taking it.</p><p></p><p>And yes, it appears that the designers explicitly laid out a specific set of guidelines for both max experience in a day and experience required to level up. I use the word "max" because the DMG uses the phrase "can handle" multiples times in The Adventuring Day section. In other words, there's a perceived potential limit by the designers and nothing seems to indicate that the game was designed to always reach that limit every adventuring day.</p><p></p><p></p><p>I think that one potential flaw in this design is that there are a lot of resources used in game outside of adventuring. PCs cast spells in town to acquire information or accomplish other goals all of the time without actually adventuring and definitively gaining experience per se. Those resources get recovered automatically via normal resting, even though the actions done might not acquire a lot of experience or any experience at all. So unless the PCs can both recover and rest, it would seem like this system would be punitive to players who like to use their limited resource abilities in town without necessarily "adventuring".</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7184931, member: 2011"] He didn't appear to be stating that those were RAW in his first post, rather he called them fundamental balancing principles. He did use the term RAW in a later on post in response to your guideline post, but I'm not convinced he meant it the way that you are taking it. And yes, it appears that the designers explicitly laid out a specific set of guidelines for both max experience in a day and experience required to level up. I use the word "max" because the DMG uses the phrase "can handle" multiples times in The Adventuring Day section. In other words, there's a perceived potential limit by the designers and nothing seems to indicate that the game was designed to always reach that limit every adventuring day. I think that one potential flaw in this design is that there are a lot of resources used in game outside of adventuring. PCs cast spells in town to acquire information or accomplish other goals all of the time without actually adventuring and definitively gaining experience per se. Those resources get recovered automatically via normal resting, even though the actions done might not acquire a lot of experience or any experience at all. So unless the PCs can both recover and rest, it would seem like this system would be punitive to players who like to use their limited resource abilities in town without necessarily "adventuring". [/QUOTE]
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