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(+) Balancing Gritty Rest
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<blockquote data-quote="Retros_x" data-source="post: 9140049" data-attributes="member: 7033171"><p>I didn't know how your situation was but you asked to add about thoughts about gritty variant and how it might impact the game and you asked to add to your concerns. My intent was to answer exactly that. I didn't want to debate gritty rest in itself (I personally quite enjoy them), I just wanted to add that it does work best in certain campaigns. In my experience the campaign kinda evolves often naturally into a wilderness campaign. Because resting a week in wilderness is often not viable, the characters will do the full rest in some sort of safe settlement. When the campaign plays in a city, they basically can long rest all the time, since Oofte correctly stated (although I don't know why they directed it at me):</p><p></p><p>Meaning that only narrative pacing will be affected, but from a gameplay perspective it will feel like a normal rest, since they can rest whenever they want in a big city, because normally its not a problem to rest for a full week. So often the adventure will move kinda automatically out in the wilderness, because only there the gritty rules come to full effect because the characters can not just camp for a whole week undisturbed in most cases. You seem do assume gritty rulse mean 1 week of adventuring, but that is not the case it only means 1 week of long rest. Technically speaking they can do a long rest every 24 hours, the gritty variant doesn't change that. Thats what I meant above, it kinda leads to wilderness campaigns.</p><p></p><p>To respect your plus thread more (even if I don't wanted to disrespect it) I'll try to add something to your other concerns:</p><p></p><p>- short rests per long rest</p><p></p><p>I didn't put too much thought in here when we played gritty realism and it worked out fine in that regard. I think it quite helped with the spellcasters vs martials balance (we didn't had a warlock in the party, only a cleric and a wizard), because the spellcasters would really need to be resourceful with their spell slots. But that might be not the fun solution for this problem, because especially the wizard got sometimes quite bored throwing cantrips mostly.</p><p></p><p></p><p>- long duration spells (rituals</p><p>I wouldn't make non ritual-spells to rituals, that quite off-balance a lot of spells. I also really don't see the need for that. If I remember correctly I only adjusted the 8hour spells like mage armor to 24 hours and 24h spells like water breathing to (until long rest).</p><p></p><p>-magic items</p><p>I actually didn't change magic items at all. Yes that buffs them, but my group always forgot about them anyway, so I thought maybe know they use them more. They did and it provided them some sort of ability even if all their class abilities were gone already, they liked that. </p><p></p><p>-encounter strength</p><p>Wasn't touched a bit, its just easier to actually fill the adventuring day outside of dungeons now, because you don't have to cram unnatural many medium encounters in one day or use super swingy deadly encounters all the time. Although as I said, not every day must be a full adventuring day. I hope you forgive me a sports analogy but that is like expecting the national soccer team to play everyday in a worlds cup finals. A full adventuring day is meant to bring your adventurers to their knees, expend all their resources so that they will be joyful to finally have a long rest. The campaign will feel exhaustive if you do this all the time. But with gritty variant rules, it is definitely easier as a DM to actually get a full adventuring day if you want to have it.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9140049, member: 7033171"] I didn't know how your situation was but you asked to add about thoughts about gritty variant and how it might impact the game and you asked to add to your concerns. My intent was to answer exactly that. I didn't want to debate gritty rest in itself (I personally quite enjoy them), I just wanted to add that it does work best in certain campaigns. In my experience the campaign kinda evolves often naturally into a wilderness campaign. Because resting a week in wilderness is often not viable, the characters will do the full rest in some sort of safe settlement. When the campaign plays in a city, they basically can long rest all the time, since Oofte correctly stated (although I don't know why they directed it at me): Meaning that only narrative pacing will be affected, but from a gameplay perspective it will feel like a normal rest, since they can rest whenever they want in a big city, because normally its not a problem to rest for a full week. So often the adventure will move kinda automatically out in the wilderness, because only there the gritty rules come to full effect because the characters can not just camp for a whole week undisturbed in most cases. You seem do assume gritty rulse mean 1 week of adventuring, but that is not the case it only means 1 week of long rest. Technically speaking they can do a long rest every 24 hours, the gritty variant doesn't change that. Thats what I meant above, it kinda leads to wilderness campaigns. To respect your plus thread more (even if I don't wanted to disrespect it) I'll try to add something to your other concerns: - short rests per long rest I didn't put too much thought in here when we played gritty realism and it worked out fine in that regard. I think it quite helped with the spellcasters vs martials balance (we didn't had a warlock in the party, only a cleric and a wizard), because the spellcasters would really need to be resourceful with their spell slots. But that might be not the fun solution for this problem, because especially the wizard got sometimes quite bored throwing cantrips mostly. - long duration spells (rituals I wouldn't make non ritual-spells to rituals, that quite off-balance a lot of spells. I also really don't see the need for that. If I remember correctly I only adjusted the 8hour spells like mage armor to 24 hours and 24h spells like water breathing to (until long rest). -magic items I actually didn't change magic items at all. Yes that buffs them, but my group always forgot about them anyway, so I thought maybe know they use them more. They did and it provided them some sort of ability even if all their class abilities were gone already, they liked that. -encounter strength Wasn't touched a bit, its just easier to actually fill the adventuring day outside of dungeons now, because you don't have to cram unnatural many medium encounters in one day or use super swingy deadly encounters all the time. Although as I said, not every day must be a full adventuring day. I hope you forgive me a sports analogy but that is like expecting the national soccer team to play everyday in a worlds cup finals. A full adventuring day is meant to bring your adventurers to their knees, expend all their resources so that they will be joyful to finally have a long rest. The campaign will feel exhaustive if you do this all the time. But with gritty variant rules, it is definitely easier as a DM to actually get a full adventuring day if you want to have it. [/QUOTE]
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