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General Tabletop Discussion
*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="Ilbranteloth" data-source="post: 7191104" data-attributes="member: 6778044"><p>Another couple of mechanical issues:</p><p></p><p>The 6-8 encounters are for medium to hard encounters, so a number of easy encounters can throw off the mix. I haven't looked at them in terms of XP cost to see whether it skews the system.</p><p></p><p>Non-combat encounters that utilize resources are an issue, an obvious one being traps. Imagine running ToH with this system. You've touched in this, but I think it's a big one.</p><p></p><p>What happens when their rests have been exhausted and they find they need one? What are the options? </p><p></p><p>What about recovery from effects like Life Drain or a Mummy's curse? I don't have books handy, so I can't remember if those tie into rests. </p><p></p><p>As far as mechanical vs story-based, I would characterize it more in terms of how is the recovery (or lack thereof) explained within the game world? This is a huge hurdle to me for a system like this. Adventures in Middle Earth has an explanation for their system. But I still don't like the approach because of the shifting rules for resting and recovery, combined with the fact that I think their reasoning is too restrictive and doesn't make sense in my view of the game world. I think this is the biggest hurdle for any system.</p><p></p><p>I'm also still not entirely sure what exactly we're trying to fix. For example, if the warlock wasn't dependent on short rests and refreshed their abilities at the same rate, would there still be a problem? If it has to do with recovery of abilities for a few classes, perhaps the classes need to be fixed, not resting?</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7191104, member: 6778044"] Another couple of mechanical issues: The 6-8 encounters are for medium to hard encounters, so a number of easy encounters can throw off the mix. I haven't looked at them in terms of XP cost to see whether it skews the system. Non-combat encounters that utilize resources are an issue, an obvious one being traps. Imagine running ToH with this system. You've touched in this, but I think it's a big one. What happens when their rests have been exhausted and they find they need one? What are the options? What about recovery from effects like Life Drain or a Mummy's curse? I don't have books handy, so I can't remember if those tie into rests. As far as mechanical vs story-based, I would characterize it more in terms of how is the recovery (or lack thereof) explained within the game world? This is a huge hurdle to me for a system like this. Adventures in Middle Earth has an explanation for their system. But I still don't like the approach because of the shifting rules for resting and recovery, combined with the fact that I think their reasoning is too restrictive and doesn't make sense in my view of the game world. I think this is the biggest hurdle for any system. I'm also still not entirely sure what exactly we're trying to fix. For example, if the warlock wasn't dependent on short rests and refreshed their abilities at the same rate, would there still be a problem? If it has to do with recovery of abilities for a few classes, perhaps the classes need to be fixed, not resting? [/QUOTE]
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