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*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="Jester David" data-source="post: 7185446" data-attributes="member: 37579"><p>Most I don't see the casual majority of most gamers recalling that very easily. They'd need to check. </p><p>And changing the rate of rest that has become comfortable halfway through a campaign would be unpleasant. Suddenly, when they expected two rests, they get one. I can easily imagine someone at every table forgetting.</p><p></p><p></p><p>I think there's already pressure and objections against resting, with some pushing to continue adventuring. </p><p></p><p></p><p>Right. The whole game gets easier and the benefits of the system are lost. It doesn't do it's intended function. Hence "won't work".</p><p></p><p></p><p>There's a range of success beyond just "succeed" and "fail". For players, "failure" is more often taking that critical hit or using one more spell than planned or failing that easy saving throw. Anything that burns through more resources than expected. </p><p></p><p></p><p>Which is the point of that campaign. It's not meant to be tweaked: it's meant to be harder. The Gritty Realism option was encouraged for use with little combat. As it says in the book:</p><p>"It's a good option for campaigns that emphasise intrigue, politics, and interactions among other PCs, and in which combat is rare".</p><p></p><p></p><p>I'd suggest playtesting this houserule first. Try it with scene or chapter from a published adventure, some homebrew, and a couple different types of story.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7185446, member: 37579"] Most I don't see the casual majority of most gamers recalling that very easily. They'd need to check. And changing the rate of rest that has become comfortable halfway through a campaign would be unpleasant. Suddenly, when they expected two rests, they get one. I can easily imagine someone at every table forgetting. I think there's already pressure and objections against resting, with some pushing to continue adventuring. Right. The whole game gets easier and the benefits of the system are lost. It doesn't do it's intended function. Hence "won't work". There's a range of success beyond just "succeed" and "fail". For players, "failure" is more often taking that critical hit or using one more spell than planned or failing that easy saving throw. Anything that burns through more resources than expected. Which is the point of that campaign. It's not meant to be tweaked: it's meant to be harder. The Gritty Realism option was encouraged for use with little combat. As it says in the book: "It's a good option for campaigns that emphasise intrigue, politics, and interactions among other PCs, and in which combat is rare". I'd suggest playtesting this houserule first. Try it with scene or chapter from a published adventure, some homebrew, and a couple different types of story. [/QUOTE]
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