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General Tabletop Discussion
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Assaying Immersive Rest Rules
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<blockquote data-quote="Stalker0" data-source="post: 8300932" data-attributes="member: 5889"><p>So there are a lot of words here, but from my understanding this is a summary of the actual changes.</p><ul> <li data-xf-list-type="ul">Short Rest: No longer refreshes "short rest" abilities</li> <li data-xf-list-type="ul">Long Rest: No longer refreshes "long rest" abilities. Recover 1 HD and 1 Exhaustion level.</li> <li data-xf-list-type="ul">Short Mediation (New): 8 hours. Recover short rest abilities, can change spells.</li> <li data-xf-list-type="ul">Long Mediation (New): 24 hours. Recovers all HD (I assume, you did say all rest abilities) and rest abilities, can change spells. Gain 1 Exhaustion.</li> </ul><p>So from a practical course we are looking at something between the original system and the grittier variant posted in the DMG (aka 1 day short rest/7 day long rest).</p><p></p><p>So in this model, long rest is will be rarely seen in most groups imo, unless to ward off that exhaustion. Aka when your out adventuring, they will try to avoid it.</p><p></p><p>So I think the big difference is that with the meditation, you are really really stressing the party has to be in a safe place....because any interruption and they lose all the benefits. This is kind of like the "haven" concept from Levelup, but I like that effectively you aren't enforcing a gamist view of where you can, the party is free to rest (aka meditate) whereever they wish....but with clear gambles if they do it in even a possibly dangerous place.</p><p></p><p>Your now also are requiring basically 2 days to get a player "up to full" instead of 1 day.... or more precisely 32 hours instead of 8.</p><p></p><p></p><p>I can see the merit, though the flavor of meditation doesn't work in every game, if it works in yours the general numbers seem a reasonable middle ground between the base and the DMG variant.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8300932, member: 5889"] So there are a lot of words here, but from my understanding this is a summary of the actual changes. [LIST] [*]Short Rest: No longer refreshes "short rest" abilities [*]Long Rest: No longer refreshes "long rest" abilities. Recover 1 HD and 1 Exhaustion level. [*]Short Mediation (New): 8 hours. Recover short rest abilities, can change spells. [*]Long Mediation (New): 24 hours. Recovers all HD (I assume, you did say all rest abilities) and rest abilities, can change spells. Gain 1 Exhaustion. [/LIST] So from a practical course we are looking at something between the original system and the grittier variant posted in the DMG (aka 1 day short rest/7 day long rest). So in this model, long rest is will be rarely seen in most groups imo, unless to ward off that exhaustion. Aka when your out adventuring, they will try to avoid it. So I think the big difference is that with the meditation, you are really really stressing the party has to be in a safe place....because any interruption and they lose all the benefits. This is kind of like the "haven" concept from Levelup, but I like that effectively you aren't enforcing a gamist view of where you can, the party is free to rest (aka meditate) whereever they wish....but with clear gambles if they do it in even a possibly dangerous place. Your now also are requiring basically 2 days to get a player "up to full" instead of 1 day.... or more precisely 32 hours instead of 8. I can see the merit, though the flavor of meditation doesn't work in every game, if it works in yours the general numbers seem a reasonable middle ground between the base and the DMG variant. [/QUOTE]
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