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General Tabletop Discussion
*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="clearstream" data-source="post: 7191592" data-attributes="member: 71699"><p>This doesn't impact the system as the system is really based on XP, not number of encounters. That's why it's so many rests per level.</p><p></p><p></p><p>Yup, I'm pondering this one. Pragmatically, it may not be as big a deal as it looks because overwhelmingly, resources are spent in combat. Also, interesting to see Mearls' latest thoughts on XP... coming from non-combat encounters! Maybe the answer is - fix XP?</p><p></p><p></p><p>You mean, what happens when the system has the intended consequence? Consequences, man, consequences.</p><p></p><p></p><p>Exactly! I've been looking into "world effects" that use rests. Exhaustion is another one. I'll extend my point 3. to make it clearer I mean to reference world effects. My rough thinking is that world effects continue to use calendar time.</p><p></p><p></p><p>It needs work, but let's face it - resource management is a valuable part of an RPG's mechanics. That's why it appears so frequently among them. Vancian magic? Ki? Superiority dice? Hit dice? Hit points? Actions? It's all shades of resource management. I agree with your sense that we need a solid characterisation to sell it, of course.</p><p></p><p></p><p>One approach - and certainly the approach it appears many are currently taking - is simply reduce the mechanical variety and interest of the game. That doesn't satisfy me. I like Warlock spell slots to play and feel different from Wizards'. That design space narrows if we get rid of rests. Or to put it another way, good foundational structures - like rests - open up design space for delivering more fun.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7191592, member: 71699"] This doesn't impact the system as the system is really based on XP, not number of encounters. That's why it's so many rests per level. Yup, I'm pondering this one. Pragmatically, it may not be as big a deal as it looks because overwhelmingly, resources are spent in combat. Also, interesting to see Mearls' latest thoughts on XP... coming from non-combat encounters! Maybe the answer is - fix XP? You mean, what happens when the system has the intended consequence? Consequences, man, consequences. Exactly! I've been looking into "world effects" that use rests. Exhaustion is another one. I'll extend my point 3. to make it clearer I mean to reference world effects. My rough thinking is that world effects continue to use calendar time. It needs work, but let's face it - resource management is a valuable part of an RPG's mechanics. That's why it appears so frequently among them. Vancian magic? Ki? Superiority dice? Hit dice? Hit points? Actions? It's all shades of resource management. I agree with your sense that we need a solid characterisation to sell it, of course. One approach - and certainly the approach it appears many are currently taking - is simply reduce the mechanical variety and interest of the game. That doesn't satisfy me. I like Warlock spell slots to play and feel different from Wizards'. That design space narrows if we get rid of rests. Or to put it another way, good foundational structures - like rests - open up design space for delivering more fun. [/QUOTE]
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