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*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="clearstream" data-source="post: 7185209" data-attributes="member: 71699"><p>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).</p><p></p><p></p><p>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?</p><p></p><p></p><p>It'll make those slightly easier, if player milk their recoveries for maximum value. That feels like a far cry from "won't work"?</p><p></p><p></p><p>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.</p><p></p><p>Exhaustion has to be tweaked both for the Gritty Realism option in the DMG, and for this system. It needs to be recovered from resting 8 hours or more (and whether or not a recovery is spent). That's one problem you quickly discover when you use Gritty Realism in a campaign that has a lot of overland travel!</p><p>Bad luck (unexpected damage, rolling poorly etc) is fine. Reflecting and looking at my notes from years of campaigns, I honestly believe that your concern here is overstated. In the worst case, deaths and TPKs, the affected characters can't benefit from rests.</p><p>Several people have raised a criticism of the "<em>what about when encounters vary in number or danger?</em>" kind. More dangerous encounters grant more XP, so the system naturally adjusts itself by bringing next level closer.</p><p></p><p>Your point about spell preparation is a great one. Say we use Gritty Realism from the DMG. Same problem! So do we let spell preparation lock us into only using 8 hour long-rests? I find myself running into this sort of issue a lot with D&D. The system is very sophisticated and highly interconnected. That's something I believe @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=15700" target="_blank">Sacrosanct</a></u></strong></em> needs to take into account. The guidelines on encounters are entwined with the whole system! Anyway, on the point of spell prep: as a game designer my approach would be to test the system without trying to accommodate that first, to see how big of a problem it really is. I know in my present OOTA campaign only once has the party rested to change spells. I would then craft a tweak proportionate to the scale of the issue. My prediction is that it comes up only very occasionally, and can be handled well with a limited resource like Arcane Recovery.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7185209, member: 71699"] 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). 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? It'll make those slightly easier, if player milk their recoveries for maximum value. That feels like a far cry from "won't work"? 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. Exhaustion has to be tweaked both for the Gritty Realism option in the DMG, and for this system. It needs to be recovered from resting 8 hours or more (and whether or not a recovery is spent). That's one problem you quickly discover when you use Gritty Realism in a campaign that has a lot of overland travel! Bad luck (unexpected damage, rolling poorly etc) is fine. Reflecting and looking at my notes from years of campaigns, I honestly believe that your concern here is overstated. In the worst case, deaths and TPKs, the affected characters can't benefit from rests. Several people have raised a criticism of the "[I]what about when encounters vary in number or danger?[/I]" kind. More dangerous encounters grant more XP, so the system naturally adjusts itself by bringing next level closer. Your point about spell preparation is a great one. Say we use Gritty Realism from the DMG. Same problem! So do we let spell preparation lock us into only using 8 hour long-rests? I find myself running into this sort of issue a lot with D&D. The system is very sophisticated and highly interconnected. That's something I believe @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=15700"]Sacrosanct[/URL][/U][/B][/I] needs to take into account. The guidelines on encounters are entwined with the whole system! Anyway, on the point of spell prep: as a game designer my approach would be to test the system without trying to accommodate that first, to see how big of a problem it really is. I know in my present OOTA campaign only once has the party rested to change spells. I would then craft a tweak proportionate to the scale of the issue. My prediction is that it comes up only very occasionally, and can be handled well with a limited resource like Arcane Recovery. [/QUOTE]
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