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General Tabletop Discussion
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Assaying Immersive Rests (updated)
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<blockquote data-quote="Ovinomancer" data-source="post: 8394998" data-attributes="member: 16814"><p>Just to make a brief point on your objective for fixing rests -- it's not actually rests that are broken. Or, rather, you cannot fix rests until you get to the underlying problem. And that problem is really the daily XP budget. Not trying to start another slog about 6-8 encounters a day because that doesn't really matter -- it could be whatever. No, the problems sits on how tightly class rest balance and rest recharge rates are tied to the assumption of daily XP budgets. If you use the daily XP budget (however you do that), then the rest schedule works with the class balance and there's no problem mechanically -- it does work. The problem comes in if you don't want a game based on that kind of pace (for whatever reason): the game doesn't tell you how integral to the core class/rest balance cycle the daily XP budget is. So messing around with rests is really dealing with a downstream problem and not the initial pain point. Sometimes you can dam it up successfully, but it usually leaks (evidence for this is that there still isn't a solution that works well and many become quite convoluted or turned on and off as needed to try to deal with this).</p><p></p><p>Rests may be broken, but until you get into the guts of the game and rewire it, addressing rests will ever only be a patch that will somewhat work for whatever you're attempting. And I do mean you have to rewire the game -- it's quite amazing how many things are built atop the rickety pillar of the daily XP budget.</p><p></p><p>ETA: oh, apparently the OP has me blocked? Didn't notice until the quoted OP disappeared when I hit post. Oh, well.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8394998, member: 16814"] Just to make a brief point on your objective for fixing rests -- it's not actually rests that are broken. Or, rather, you cannot fix rests until you get to the underlying problem. And that problem is really the daily XP budget. Not trying to start another slog about 6-8 encounters a day because that doesn't really matter -- it could be whatever. No, the problems sits on how tightly class rest balance and rest recharge rates are tied to the assumption of daily XP budgets. If you use the daily XP budget (however you do that), then the rest schedule works with the class balance and there's no problem mechanically -- it does work. The problem comes in if you don't want a game based on that kind of pace (for whatever reason): the game doesn't tell you how integral to the core class/rest balance cycle the daily XP budget is. So messing around with rests is really dealing with a downstream problem and not the initial pain point. Sometimes you can dam it up successfully, but it usually leaks (evidence for this is that there still isn't a solution that works well and many become quite convoluted or turned on and off as needed to try to deal with this). Rests may be broken, but until you get into the guts of the game and rewire it, addressing rests will ever only be a patch that will somewhat work for whatever you're attempting. And I do mean you have to rewire the game -- it's quite amazing how many things are built atop the rickety pillar of the daily XP budget. ETA: oh, apparently the OP has me blocked? Didn't notice until the quoted OP disappeared when I hit post. Oh, well. [/QUOTE]
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Assaying Immersive Rests (updated)
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