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A mechanical solution to the problem with rests
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<blockquote data-quote="Ilbranteloth" data-source="post: 7192862" data-attributes="member: 6778044"><p>The system proposed by the OP is directly tied to XP. </p><p></p><p>You get X number of rests for each level. Going from second to third level you get one long rest, because it's expected to take one adventuring day, or 6-8 XP granting encounters of a certain difficulty.</p><p></p><p>It doesn't work on pretty much every scenario out there. Currently, traps are not assigned XP, but they consume resources. The same applies to something like Strahd appearing to harass you, where you'll consume resources, but not gain XP because you haven't defeated him yet.</p><p></p><p>My example from <em>Tomb of Horrors</em> proves that. The expected point for your long rest would be about halfway through the level. For 4 10th level characters to gain a level, you'll need 84,000 XP. The math says 2.3 long rests, so we'll go with two. That means you'd expect a long rest at 28,000 XP and 56,000 XP. You'll need short rests at 7,000 XP, 14,000 XP, and 21,000 XP (assuming three per long rest), then at 35,000 XP, etc.</p><p></p><p>The first room that grants any XP is room 8, worth 450 XP. But up to that point you've potentially consumed a lot of resources. The next room with XP is 13, worth 3,350 XP. Room 18A is 2,900 XP. 19 is 450 XP. Room 22 is 700 XP. So two-thirds of the way through the dungeon, and you've only gained 7,850 XP or just at your expected first short rest.</p><p></p><p>Compare that to <em>Steading of the Hill Giant Chief</em> which they state is for 11th level characters. To go from 11th to 12 level, you only need 1.4 long rests or 60,000 XP for 4 characters. That's 30,000 XP before a long rest, and 7,500 XP for your first short rest. </p><p></p><p>The first room is worth (1) 3,600 to (1 and 1A) 5,400 XP. By room two you are up to 7,200 XP, almost to your first short rest. That's 4 hill giants, with damage of 36 per round, or 144 per round for all four. </p><p></p><p>The damage potential of the first 7 rooms of ToH is 314 hp, assuming only 1 character is caught, and they fall prey to all of the traps. That's over 2 rounds of combat with all four giants. You might say that the chance of the party falling prey to the pits is roughly 0 (I agree). But the first four giants you encounter are sleeping. So I would guess the resources consumed would still be less against the giants since the initial attacks will be automatic critical hits by level 11 characters against a creature with 105 hp. </p><p></p><p>The more non-XP encounters that drain resources, the faster you'll run out of rests. </p><p></p><p>An encounter point system is different and not what the OP proposed.</p><p></p><p>In an encounter point system, you'd gain a rest after x number of encounters. Those encounters don't have to be combat encounters, nor do they have to grant you XP. They just have to be what you define as an encounter. So it would avoid this problem. If you only define an encounter as a combat encounter, then you have the same problem.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7192862, member: 6778044"] The system proposed by the OP is directly tied to XP. You get X number of rests for each level. Going from second to third level you get one long rest, because it's expected to take one adventuring day, or 6-8 XP granting encounters of a certain difficulty. It doesn't work on pretty much every scenario out there. Currently, traps are not assigned XP, but they consume resources. The same applies to something like Strahd appearing to harass you, where you'll consume resources, but not gain XP because you haven't defeated him yet. My example from [I]Tomb of Horrors[/I] proves that. The expected point for your long rest would be about halfway through the level. For 4 10th level characters to gain a level, you'll need 84,000 XP. The math says 2.3 long rests, so we'll go with two. That means you'd expect a long rest at 28,000 XP and 56,000 XP. You'll need short rests at 7,000 XP, 14,000 XP, and 21,000 XP (assuming three per long rest), then at 35,000 XP, etc. The first room that grants any XP is room 8, worth 450 XP. But up to that point you've potentially consumed a lot of resources. The next room with XP is 13, worth 3,350 XP. Room 18A is 2,900 XP. 19 is 450 XP. Room 22 is 700 XP. So two-thirds of the way through the dungeon, and you've only gained 7,850 XP or just at your expected first short rest. Compare that to [I]Steading of the Hill Giant Chief[/I] which they state is for 11th level characters. To go from 11th to 12 level, you only need 1.4 long rests or 60,000 XP for 4 characters. That's 30,000 XP before a long rest, and 7,500 XP for your first short rest. The first room is worth (1) 3,600 to (1 and 1A) 5,400 XP. By room two you are up to 7,200 XP, almost to your first short rest. That's 4 hill giants, with damage of 36 per round, or 144 per round for all four. The damage potential of the first 7 rooms of ToH is 314 hp, assuming only 1 character is caught, and they fall prey to all of the traps. That's over 2 rounds of combat with all four giants. You might say that the chance of the party falling prey to the pits is roughly 0 (I agree). But the first four giants you encounter are sleeping. So I would guess the resources consumed would still be less against the giants since the initial attacks will be automatic critical hits by level 11 characters against a creature with 105 hp. The more non-XP encounters that drain resources, the faster you'll run out of rests. An encounter point system is different and not what the OP proposed. In an encounter point system, you'd gain a rest after x number of encounters. Those encounters don't have to be combat encounters, nor do they have to grant you XP. They just have to be what you define as an encounter. So it would avoid this problem. If you only define an encounter as a combat encounter, then you have the same problem. [/QUOTE]
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