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Avoiding the 15m workday.
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<blockquote data-quote="Ilbranteloth" data-source="post: 6379562" data-attributes="member: 6778044"><p>I totally agree. The world doesn't pause. The problem is that the players know how the game works. And thus the game rules introduce this 'pause' in the actions the characters take. This whole thread shows the peril of making a rule that provides for regaining abilities. The idea was to limit that by requiring them to stop for at least an hour. But the only ways to actually prevent that are for something to interrupt their rest (which gets old and punitive after a while), a deadline type scenario (which also gets old), or for the DM to just say 'no.' Sure, you can make 'reasons' for saying no. Just the fact that it's 8:30 AM and you've only been up for 30 minutes should be enough. Part of that could be to limit the number of short rests, or the time between short rests, etc. </p><p></p><p>But my preference is for the rules to not create situations where the rules intrude into the game like this.</p><p></p><p>Most of the abilities that are regained with a short rest are:</p><p></p><p>Dragonborn breath weapon (comparable to a heavy weapon or a spell of similar level)</p><p>Bard - Font of Inspiration</p><p>Cleric - Channel Divinity</p><p>Druid - Wild Shape</p><p>Fighter - Second Wind</p><p>Fighter - Action Surge</p><p>Fighter - Superiority Dice</p><p>Monk - Ki points</p><p>Paladin - Channel Divinity</p><p>Warlock - Fey Presence</p><p>Warlock - Misty Escape</p><p>Warlock - Dark Delirium</p><p>Warlock - Dark One's Own Luck</p><p>Warlock - Entropic Ward</p><p>Wizard - Arcane Recovery</p><p></p><p>I may have missed a few. Most of these aren't really all that problematic, and those that are can be addressed by modifying them if needed. For example, I prefer the idea that Second Wind provides temporary hit points instead of healing.</p><p></p><p>My original ruling was that you could only take a short rest once every 6 hours. Then I decided 8 hours. My daughter determined that meant her druid could shapechange 6 times a day. OK, so why tie it to a rest? Why not just make it available 6 times a day? </p><p></p><p>After the first day of adventuring, you regain your full hit points, and half of your hit dice. So the first day of a campaign you have some extra hit points, and then it settles into a predictable 1/2 hit dice. So why not just say you have half of your hit dice each day to spend on healing when you feel it's necessary? I'm OK with tying it to an activity, like to heal hit points you actually have to stop and bind your wounds, and that the process takes some time. But it doesn't take an hour. 10-15 minutes makes sense. In the wilderness that's no big deal. In a dungeon, it might happen, it might not.</p><p></p><p>The point is, you can still determine a limit for the use of these abilities, but it doesn't have to be tied to a game mechanic that either has arbitrary limitations (why can't I take a 4 short rests in 4 hours to use my Second Wind to recover all my hit points before going to the next encounter - because I said you can't stack short rests, or you have to wait 6 hours for the next short rest), or possibly turning the campaign into a players vs DM scenario (we take a short rest - no you don't because you're attacked by orcs, ok, we take a short rest now that the orcs are dead, no you don't, now you're attacked by kobolds).</p><p></p><p>I don't assume that just because the party is first level and wandering through the deep dark forest, that all of the high level monsters will stay away. There are times to run away. And there are times to rest, or retreat, and such. I've added a simple injury system and some other things that leverage the new exhaustion rules. There are plenty of other ways to address the fact that the PCs regain abilities and hit points. </p><p></p><p>Of course, that's also the beauty of these rules. You can find what works for you. And for right now this is working for us. I'm not designing a game for thousands of players. Right now I'm just concerned about a barbarian, druid and ranger. But if the rest of the rules are well designed and balanced, it should scale OK.</p><p></p><p>Randy</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6379562, member: 6778044"] I totally agree. The world doesn't pause. The problem is that the players know how the game works. And thus the game rules introduce this 'pause' in the actions the characters take. This whole thread shows the peril of making a rule that provides for regaining abilities. The idea was to limit that by requiring them to stop for at least an hour. But the only ways to actually prevent that are for something to interrupt their rest (which gets old and punitive after a while), a deadline type scenario (which also gets old), or for the DM to just say 'no.' Sure, you can make 'reasons' for saying no. Just the fact that it's 8:30 AM and you've only been up for 30 minutes should be enough. Part of that could be to limit the number of short rests, or the time between short rests, etc. But my preference is for the rules to not create situations where the rules intrude into the game like this. Most of the abilities that are regained with a short rest are: Dragonborn breath weapon (comparable to a heavy weapon or a spell of similar level) Bard - Font of Inspiration Cleric - Channel Divinity Druid - Wild Shape Fighter - Second Wind Fighter - Action Surge Fighter - Superiority Dice Monk - Ki points Paladin - Channel Divinity Warlock - Fey Presence Warlock - Misty Escape Warlock - Dark Delirium Warlock - Dark One's Own Luck Warlock - Entropic Ward Wizard - Arcane Recovery I may have missed a few. Most of these aren't really all that problematic, and those that are can be addressed by modifying them if needed. For example, I prefer the idea that Second Wind provides temporary hit points instead of healing. My original ruling was that you could only take a short rest once every 6 hours. Then I decided 8 hours. My daughter determined that meant her druid could shapechange 6 times a day. OK, so why tie it to a rest? Why not just make it available 6 times a day? After the first day of adventuring, you regain your full hit points, and half of your hit dice. So the first day of a campaign you have some extra hit points, and then it settles into a predictable 1/2 hit dice. So why not just say you have half of your hit dice each day to spend on healing when you feel it's necessary? I'm OK with tying it to an activity, like to heal hit points you actually have to stop and bind your wounds, and that the process takes some time. But it doesn't take an hour. 10-15 minutes makes sense. In the wilderness that's no big deal. In a dungeon, it might happen, it might not. The point is, you can still determine a limit for the use of these abilities, but it doesn't have to be tied to a game mechanic that either has arbitrary limitations (why can't I take a 4 short rests in 4 hours to use my Second Wind to recover all my hit points before going to the next encounter - because I said you can't stack short rests, or you have to wait 6 hours for the next short rest), or possibly turning the campaign into a players vs DM scenario (we take a short rest - no you don't because you're attacked by orcs, ok, we take a short rest now that the orcs are dead, no you don't, now you're attacked by kobolds). I don't assume that just because the party is first level and wandering through the deep dark forest, that all of the high level monsters will stay away. There are times to run away. And there are times to rest, or retreat, and such. I've added a simple injury system and some other things that leverage the new exhaustion rules. There are plenty of other ways to address the fact that the PCs regain abilities and hit points. Of course, that's also the beauty of these rules. You can find what works for you. And for right now this is working for us. I'm not designing a game for thousands of players. Right now I'm just concerned about a barbarian, druid and ranger. But if the rest of the rules are well designed and balanced, it should scale OK. Randy [/QUOTE]
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