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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="Bacon Bits" data-source="post: 8650540" data-attributes="member: 6777737"><p>Yes, the issue is that even with short rest recharge abilities it doesn't stop the nova or the five minute work day (5MWD). Even in 4e which explicitly had short rest abilities and generally weaker daily abilities, you <em>still </em>had the nova or 5MWD problem.</p><p></p><p>I've said it before: the solution to the rest schedule problem or the nova problem or the 5MWD problem is not to punish the players for resting all the time. It's not to make resting more difficult, or so inherently dangerous that the PCs de facto have no rest opportunity in a dungeon. The solution is to <em>reward</em> them for managing their resources better. Reward them for </p><p></p><p>You ever wonder why players send their characters into combat? Why they seek out dungeons? The reason is because <em>that's where the treasure and experience is</em>. The game needs to be similarly structured that the better you manage, the more you're rewarded. Players like to long rest because it returns them to 100% effectiveness and <em>it's impossible to be more prepared than that</em>. The game <em>tells</em> them to rest as much as possible. Well, we need to change that.</p><p></p><p>The trouble is that it's hard to do that. Here's some things I've thought about with this problem:</p><p></p><p>1. A benefit like extra experience and treasure don't really help because they're long term benefits tied to short term performance. You're just making the PCs progress through the game faster rather than providing real rewards. You haven't fixed anthing.</p><p></p><p>2. Rewarding the players with abilities that turn on or get better throughout the day is probably the best idea. Say that after you reach 50% of your daily XP budget, each PC gains the ability to, three times per combat, either add 1d6 to or subtract 1d6 from any attack roll, damage roll, check, or saving throw that anyone makes before the roll is made. When you long rest, this ability goes away again until you reach that 50% threshold again. You can't stack these dice, either. The big downsite here is that it makes Bards less appealing, since this is kind of what their class does.</p><p></p><p>3. There are a lot of situations where you're going to legitimately have one to two encounters per day. Travel days, boss encounter days, major set piece encounter days, etc. Combat lethality in these counters will also tend to be on the extreme ends of things. The game needs to support adventuring days with small encounter schedules.</p><p></p><p>4. Spells and items exist in the game to make resting easy. Yes, the DM can shadow ban them by nerfing what they actually do the same way they can shadow ban resting itself (i.e., in every dungeon ever the monsters are always 100% prepared as soon as the PCs rest). Firstly, that is not a universal style of D&D play. Lots of tables like to be able to rest when needed. Second, there are places where <em>not</em> being able to rest when needed is hard to justify. If you're exploring a 1,000 year old tomb that hasn't been disturbed, it's hard to justify why the monsters refill or reposition. You can invent something, but it strains credulity in some cases, and the game needs to work in <em>all</em> cases and with <em>all </em>play styles.</p><p></p><p>5. The whole idea of ability recovery and HP recovery being tied to the same rest schedule is at least somewhat questionable. It makes some sense, but it also kind of doesn't. The biggest benefit is simplicity, but it's likely that it's just <em>too</em> simple. A solution might be to give every PC a fixed amount of resources that recover when the <em>DM</em> says they recover. This is basically what 4e did, with varying degrees of success. In this way the DM can say, "Roll initiative, and everyone recovers all their abilities... it's boss time," or something similar.</p><p></p><p>6. Expanding ritual rules might also help fix the issue; so would dividing non-combat spell resouces from combat spell resources. Although going back to healing surges or making magical healing burn hit dice might be necessary then... Cure wounds on infinite cast is only okay when the character limits their own recovery. That also means HD should 100% recover overnight.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8650540, member: 6777737"] Yes, the issue is that even with short rest recharge abilities it doesn't stop the nova or the five minute work day (5MWD). Even in 4e which explicitly had short rest abilities and generally weaker daily abilities, you [I]still [/I]had the nova or 5MWD problem. I've said it before: the solution to the rest schedule problem or the nova problem or the 5MWD problem is not to punish the players for resting all the time. It's not to make resting more difficult, or so inherently dangerous that the PCs de facto have no rest opportunity in a dungeon. The solution is to [I]reward[/I] them for managing their resources better. Reward them for You ever wonder why players send their characters into combat? Why they seek out dungeons? The reason is because [I]that's where the treasure and experience is[/I]. The game needs to be similarly structured that the better you manage, the more you're rewarded. Players like to long rest because it returns them to 100% effectiveness and [I]it's impossible to be more prepared than that[/I]. The game [I]tells[/I] them to rest as much as possible. Well, we need to change that. The trouble is that it's hard to do that. Here's some things I've thought about with this problem: 1. A benefit like extra experience and treasure don't really help because they're long term benefits tied to short term performance. You're just making the PCs progress through the game faster rather than providing real rewards. You haven't fixed anthing. 2. Rewarding the players with abilities that turn on or get better throughout the day is probably the best idea. Say that after you reach 50% of your daily XP budget, each PC gains the ability to, three times per combat, either add 1d6 to or subtract 1d6 from any attack roll, damage roll, check, or saving throw that anyone makes before the roll is made. When you long rest, this ability goes away again until you reach that 50% threshold again. You can't stack these dice, either. The big downsite here is that it makes Bards less appealing, since this is kind of what their class does. 3. There are a lot of situations where you're going to legitimately have one to two encounters per day. Travel days, boss encounter days, major set piece encounter days, etc. Combat lethality in these counters will also tend to be on the extreme ends of things. The game needs to support adventuring days with small encounter schedules. 4. Spells and items exist in the game to make resting easy. Yes, the DM can shadow ban them by nerfing what they actually do the same way they can shadow ban resting itself (i.e., in every dungeon ever the monsters are always 100% prepared as soon as the PCs rest). Firstly, that is not a universal style of D&D play. Lots of tables like to be able to rest when needed. Second, there are places where [I]not[/I] being able to rest when needed is hard to justify. If you're exploring a 1,000 year old tomb that hasn't been disturbed, it's hard to justify why the monsters refill or reposition. You can invent something, but it strains credulity in some cases, and the game needs to work in [I]all[/I] cases and with [I]all [/I]play styles. 5. The whole idea of ability recovery and HP recovery being tied to the same rest schedule is at least somewhat questionable. It makes some sense, but it also kind of doesn't. The biggest benefit is simplicity, but it's likely that it's just [I]too[/I] simple. A solution might be to give every PC a fixed amount of resources that recover when the [I]DM[/I] says they recover. This is basically what 4e did, with varying degrees of success. In this way the DM can say, "Roll initiative, and everyone recovers all their abilities... it's boss time," or something similar. 6. Expanding ritual rules might also help fix the issue; so would dividing non-combat spell resouces from combat spell resources. Although going back to healing surges or making magical healing burn hit dice might be necessary then... Cure wounds on infinite cast is only okay when the character limits their own recovery. That also means HD should 100% recover overnight. [/QUOTE]
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