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General Tabletop Discussion
*Dungeons & Dragons
Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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<blockquote data-quote="Stoutstien" data-source="post: 8505809" data-attributes="member: 7020569"><p>If your defense to the resting system is the DM has sole authority when it comes to making rulings then why would you be adamantly against talking about adjudicating a ruling about the resting system when it doesn't work for the millions of the other people that are using the system that it doesn't work for? That's edging really close to crossfire logic. Where if somebody else had a different experience in a similar circumstance the other party is obviously wrong.</p><p></p><p>You don't have to look too far to find inconsistencies with the rest system within the rules regardless of the level in which you are supporting your decisions with the rule. DM should probably be striving for consistency in ruling as well as well as fairness so you can't just waive criticisms with an appeal to the assumption that the majority of people agree that the discussion is unwarranted. Whenever I'm talking about the game with fellow DMs rest and recovery is always in the top five issues that crop up. It is the single largest toggle for adjusting tension and difficulty with absolutely zero system support. It doesn't matter how much your game focused on story or combat or running a make believe interactive economy. You can't have that much of the system with no support. And I do mean zero support there's nothing in the printed material that gives you any suggestions on how adjusting the pacing using rest one way or the other has an effect on the game. The only thing they included the half-hearted suggestion based on what work kind of for them sometimes but they don't go as far as even giving you the baseline in which they made that judgment.</p><p></p><p>For example you could have a player who chose the dream druid subclass and they have a mechanical feature based on when a rest is attempted to be started but there is no rules and when a rest is started only in it's completion. You could say that the DM will have to make a decision one way or the other and that's fair. But it's also just as fair to say that the rest system is inherently flawed for these problems to occur.</p><p>They didn't need to include pages of massive walls of text to include some supportive rules for resting. You could probably come up with a bridged cheat sheet for how it affects the game and get it in less than 40 words or even a table it actually contains useful information instead of a random generation table that they love to throw in books.</p></blockquote><p></p>
[QUOTE="Stoutstien, post: 8505809, member: 7020569"] If your defense to the resting system is the DM has sole authority when it comes to making rulings then why would you be adamantly against talking about adjudicating a ruling about the resting system when it doesn't work for the millions of the other people that are using the system that it doesn't work for? That's edging really close to crossfire logic. Where if somebody else had a different experience in a similar circumstance the other party is obviously wrong. You don't have to look too far to find inconsistencies with the rest system within the rules regardless of the level in which you are supporting your decisions with the rule. DM should probably be striving for consistency in ruling as well as well as fairness so you can't just waive criticisms with an appeal to the assumption that the majority of people agree that the discussion is unwarranted. Whenever I'm talking about the game with fellow DMs rest and recovery is always in the top five issues that crop up. It is the single largest toggle for adjusting tension and difficulty with absolutely zero system support. It doesn't matter how much your game focused on story or combat or running a make believe interactive economy. You can't have that much of the system with no support. And I do mean zero support there's nothing in the printed material that gives you any suggestions on how adjusting the pacing using rest one way or the other has an effect on the game. The only thing they included the half-hearted suggestion based on what work kind of for them sometimes but they don't go as far as even giving you the baseline in which they made that judgment. For example you could have a player who chose the dream druid subclass and they have a mechanical feature based on when a rest is attempted to be started but there is no rules and when a rest is started only in it's completion. You could say that the DM will have to make a decision one way or the other and that's fair. But it's also just as fair to say that the rest system is inherently flawed for these problems to occur. They didn't need to include pages of massive walls of text to include some supportive rules for resting. You could probably come up with a bridged cheat sheet for how it affects the game and get it in less than 40 words or even a table it actually contains useful information instead of a random generation table that they love to throw in books. [/QUOTE]
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Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
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