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A mechanical solution to the problem with rests
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<blockquote data-quote="DaveDash" data-source="post: 7186130" data-attributes="member: 6786202"><p>I don't think 5e needs mechanics to dictate the pacing or class balance any more than it has already. I am happy with the DM and the story determining when to rest, not mechanics. And after decades of 3rd Edition, 4th Edition, and loads of MMO computer gaming it did take me a while to make peace with this aspect of 5e.</p><p></p><p>Yes, some class features and other such things do become a bit more powerful based on resting pace, but it's hardly been an issue that needs addressing in any of the games I've played or ran now for over two years.</p><p></p><p>We also tend not to have 6-8 encounters per adventuring day, the natural pacing of our group sits around 4-5 encounters per adventuring day. But we are tinkering with some of the slow natural healing rules at the moment to see what impact this has on our game. In other words, there's already a lot of tools in the kit bag to address such issues without adding in more mechanics.</p><p>It's a design intent of the system NOT to have a rule or mechanic for everything, and let the DM decide what's best for the game.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 7186130, member: 6786202"] I don't think 5e needs mechanics to dictate the pacing or class balance any more than it has already. I am happy with the DM and the story determining when to rest, not mechanics. And after decades of 3rd Edition, 4th Edition, and loads of MMO computer gaming it did take me a while to make peace with this aspect of 5e. Yes, some class features and other such things do become a bit more powerful based on resting pace, but it's hardly been an issue that needs addressing in any of the games I've played or ran now for over two years. We also tend not to have 6-8 encounters per adventuring day, the natural pacing of our group sits around 4-5 encounters per adventuring day. But we are tinkering with some of the slow natural healing rules at the moment to see what impact this has on our game. In other words, there's already a lot of tools in the kit bag to address such issues without adding in more mechanics. It's a design intent of the system NOT to have a rule or mechanic for everything, and let the DM decide what's best for the game. [/QUOTE]
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