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A mechanical solution to the problem with rests
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<blockquote data-quote="Hillsy7" data-source="post: 7185298" data-attributes="member: 6689191"><p>Firstly - the table of rests to level is not done - we are imagining solutions......so all options should be on the table.....</p><p></p><p>I would say this - there's a metric tonne of stuff in the PHB and DMG that isn't codified that affects "balanced play" both in terms of character development, "poweredness", gameplay opportunity, etc etc.....This is also a memo every adventure writer didn't get, and basically it gets folded in over time into the GMs experience and then - as you say - gets translated into home campaigns. I would say this is a feature of D&D, not a bug....</p><p></p><p>Now the issues arising from rest rates and 'recovery' I would posit are not blinding obvious to new games or players. I would again wager that egregious gameplay optimisation (e.g taking a long rest after every room in a dungeon as an extreme example so the level 3 Cleric can recharge) is going to either a) be so blindingly ridiculous the DM will knock it on the head early on by just pointing out it's a dungeon, not a hotel, or b) be self regulated by players wanting to move on who don't need the rest - e.g. The Rogue character, or just an eager player.</p><p></p><p>Therefore, I therefore argue that by the time this resting problem is clearly affecting gameplay, the GM is going to be in a position to start applying more.....imaginative solutions to the problem. Something as simple as having the Ogre from the next room stop waiting for the party to come to him, and goes to the party while they are trying to plug the Warlock into his cosmic power pack.....</p><p></p><p>Now - this may not be optimal design from a "Cover all bases" point of view. And lets face it, we all have our prejudices, biases and bugbears we like to scratch. But I would say that if the OP is looking for a codified solution, I would suggest a better way to solve the problem and retain GM control of the narrative would be half a page of story based solutions rather than a hard table that punishes players for taking risks by reducing their effectiveness (You can no longer restore HP until you level up - best hide at the back Barbarian man, though of course without you we might not survive the fight....nevermind, eh?).</p><p></p><p>Again, however, this is my personal preference - many players would probably prefer a rigid rest-to-level system rather than a narrative one, regardless of how well codified either is</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7185298, member: 6689191"] Firstly - the table of rests to level is not done - we are imagining solutions......so all options should be on the table..... I would say this - there's a metric tonne of stuff in the PHB and DMG that isn't codified that affects "balanced play" both in terms of character development, "poweredness", gameplay opportunity, etc etc.....This is also a memo every adventure writer didn't get, and basically it gets folded in over time into the GMs experience and then - as you say - gets translated into home campaigns. I would say this is a feature of D&D, not a bug.... Now the issues arising from rest rates and 'recovery' I would posit are not blinding obvious to new games or players. I would again wager that egregious gameplay optimisation (e.g taking a long rest after every room in a dungeon as an extreme example so the level 3 Cleric can recharge) is going to either a) be so blindingly ridiculous the DM will knock it on the head early on by just pointing out it's a dungeon, not a hotel, or b) be self regulated by players wanting to move on who don't need the rest - e.g. The Rogue character, or just an eager player. Therefore, I therefore argue that by the time this resting problem is clearly affecting gameplay, the GM is going to be in a position to start applying more.....imaginative solutions to the problem. Something as simple as having the Ogre from the next room stop waiting for the party to come to him, and goes to the party while they are trying to plug the Warlock into his cosmic power pack..... Now - this may not be optimal design from a "Cover all bases" point of view. And lets face it, we all have our prejudices, biases and bugbears we like to scratch. But I would say that if the OP is looking for a codified solution, I would suggest a better way to solve the problem and retain GM control of the narrative would be half a page of story based solutions rather than a hard table that punishes players for taking risks by reducing their effectiveness (You can no longer restore HP until you level up - best hide at the back Barbarian man, though of course without you we might not survive the fight....nevermind, eh?). Again, however, this is my personal preference - many players would probably prefer a rigid rest-to-level system rather than a narrative one, regardless of how well codified either is [/QUOTE]
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