Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
A mechanical solution to the problem with rests
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ilbranteloth" data-source="post: 7191396" data-attributes="member: 6778044"><p>So good. That's quite different than regaining hit points too frequently, or regaining long rest abilities too much, or people being always at their best each day when traveling overland, and...whatever other issues that have arisen.</p><p></p><p>My point is, there may be more than one solution that work together to make a whole. So knowing which specific problem(s) we're trying to resolve helps.</p><p></p><p>Next is to find out if everybody else agrees that the problem we're having is that the classes have asymmetrical recovery schemes. </p><p></p><p>So here's a different question on finding a solution. In AD&D, there were two primary resources - spellcasting and hit points. Originally, regaining hit points was way too slow to worry about. You needed magical healing for most situations, or you simply left the dungeon because finding a place to hole up for a week generally didn't work. So that meant that the only recovery time that was needed was a good night's rest. </p><p></p><p>Even when hit point recovery was faster, since it was just those two abilities, tied to a long rest (or something similar), it still wasn't much of an issue, right?</p><p></p><p>So for the short rest abilities, what's the expected recovery? Not what's implied in the rules, but what is wanted. Do we want a warlock to have to spread their few spell slots across several encounters, or should they have them available for most every encounter? What about Second Wind, or other classes' abilities? </p><p></p><p>It's possible that recovery for "short rest" abilities could be managed separately from "long rest" abilities, and those could also be different than hit points. For example, short rest abilities could recharge after 30 or 60 minutes of game time. Or perhaps a system where you can make a DC 30 check, with the DC reducing by 1 every minute to regain the use of the ability. That would allow you to potentially gain an extra use or two in the same encounter sometimes. </p><p></p><p>Long rest abilities could be regained during a good night's sleep, along with hit points. The amount of hit points could vary depending on how difficult you'd like the campaign to be. </p><p></p><p>You can see where part of my bias lies - finding a mechanical solution is fine with me, but I'd like it to be tied to the passage of time in the game world.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7191396, member: 6778044"] So good. That's quite different than regaining hit points too frequently, or regaining long rest abilities too much, or people being always at their best each day when traveling overland, and...whatever other issues that have arisen. My point is, there may be more than one solution that work together to make a whole. So knowing which specific problem(s) we're trying to resolve helps. Next is to find out if everybody else agrees that the problem we're having is that the classes have asymmetrical recovery schemes. So here's a different question on finding a solution. In AD&D, there were two primary resources - spellcasting and hit points. Originally, regaining hit points was way too slow to worry about. You needed magical healing for most situations, or you simply left the dungeon because finding a place to hole up for a week generally didn't work. So that meant that the only recovery time that was needed was a good night's rest. Even when hit point recovery was faster, since it was just those two abilities, tied to a long rest (or something similar), it still wasn't much of an issue, right? So for the short rest abilities, what's the expected recovery? Not what's implied in the rules, but what is wanted. Do we want a warlock to have to spread their few spell slots across several encounters, or should they have them available for most every encounter? What about Second Wind, or other classes' abilities? It's possible that recovery for "short rest" abilities could be managed separately from "long rest" abilities, and those could also be different than hit points. For example, short rest abilities could recharge after 30 or 60 minutes of game time. Or perhaps a system where you can make a DC 30 check, with the DC reducing by 1 every minute to regain the use of the ability. That would allow you to potentially gain an extra use or two in the same encounter sometimes. Long rest abilities could be regained during a good night's sleep, along with hit points. The amount of hit points could vary depending on how difficult you'd like the campaign to be. You can see where part of my bias lies - finding a mechanical solution is fine with me, but I'd like it to be tied to the passage of time in the game world. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A mechanical solution to the problem with rests
Top