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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: 7192937" data-attributes="member: 6778044"><p>Well, the system as presented in the OP is that it should be easy for everybody, since it's tied directly to the existing system.</p><p></p><p>I'm not likely to use the system at all, so it won't make any work for me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And as an experienced DM, and one that likes to optimize, my guess is your "time to gain a level" would be well calibrated to the number of rests needed. So this approach - assigning a certain number of rests per level - would probably work fine for you. Your estimated XP for anything is probably quite accurate, since you have a strong understanding of the math underlying the game. I don't have that level of mathematical understanding, but I have a good feel for it after all of these years. </p><p></p><p>For somebody attempting to follow the system as intended in the OP, the DM will need to account for traps and other non-XP encounters. A handful here or there won't make a difference. But for something like ToH, the traps should be allocated XP, and that will take some work. Particularly for new DMs that don't have a feel for the math. That's all.</p><p></p><p>Not saying it's a lot of work, but it's work they don't currently have to do. The important thing is not to get the XP right for the traps, by the way, but to understand when you have enough that it will skew the relationship between XP/Level and allocated rests, and that you need to either give them XP for the traps, or an extra rest to account for them.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7192937, member: 6778044"] Well, the system as presented in the OP is that it should be easy for everybody, since it's tied directly to the existing system. I'm not likely to use the system at all, so it won't make any work for me :) And as an experienced DM, and one that likes to optimize, my guess is your "time to gain a level" would be well calibrated to the number of rests needed. So this approach - assigning a certain number of rests per level - would probably work fine for you. Your estimated XP for anything is probably quite accurate, since you have a strong understanding of the math underlying the game. I don't have that level of mathematical understanding, but I have a good feel for it after all of these years. For somebody attempting to follow the system as intended in the OP, the DM will need to account for traps and other non-XP encounters. A handful here or there won't make a difference. But for something like ToH, the traps should be allocated XP, and that will take some work. Particularly for new DMs that don't have a feel for the math. That's all. Not saying it's a lot of work, but it's work they don't currently have to do. The important thing is not to get the XP right for the traps, by the way, but to understand when you have enough that it will skew the relationship between XP/Level and allocated rests, and that you need to either give them XP for the traps, or an extra rest to account for them. [/QUOTE]
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