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General Tabletop Discussion
*Dungeons & Dragons
Are Per Rest Resources a Hindrance?
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<blockquote data-quote="tetrasodium" data-source="post: 8650571" data-attributes="member: 93670"><p>Change it from that extreme to being the person who can pull a rabbit out of their hat & save the day by reversing an impending TPK when things go sideways or being the person who can allow everyone else to run at 120%through the entire day & it's not so hard to envisage to the point that it's even a high demand role in MMOs with those players generally being able to easily find their way into groups ecstatic to have them. Those are the roles stolen by the way 5e incentivizes the 5mwd. </p><p></p><p>If you have players with long rest classes at a table being played by players not willing to be the killjoy saying no to the short rest nova classes regularly ending the adventuring day with unused long rest resources you have a table with players impacted by that loss. Worse is the fact that those players are setup with a catch 22 where they either "waste" resources as it's sometimes described or stand up as the bad cop fun police to solve the problem that the system itself creates by trivializing resting & being tuned towards an extreme 6-8 encounters</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8650571, member: 93670"] Change it from that extreme to being the person who can pull a rabbit out of their hat & save the day by reversing an impending TPK when things go sideways or being the person who can allow everyone else to run at 120%through the entire day & it's not so hard to envisage to the point that it's even a high demand role in MMOs with those players generally being able to easily find their way into groups ecstatic to have them. Those are the roles stolen by the way 5e incentivizes the 5mwd. If you have players with long rest classes at a table being played by players not willing to be the killjoy saying no to the short rest nova classes regularly ending the adventuring day with unused long rest resources you have a table with players impacted by that loss. Worse is the fact that those players are setup with a catch 22 where they either "waste" resources as it's sometimes described or stand up as the bad cop fun police to solve the problem that the system itself creates by trivializing resting & being tuned towards an extreme 6-8 encounters [/QUOTE]
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Are Per Rest Resources a Hindrance?
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