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Correcting ripple effects of slow resting variant
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<blockquote data-quote="NotAYakk" data-source="post: 7993806" data-attributes="member: 72555"><p>I'm working on a campaign with this.</p><p></p><p>There are a few other changes as well.</p><p></p><p>1. "Gritty" rests.</p><p>2. You can expend a single HD to (a) recover a level of exhaustion, or (b) recover lost max HP (based off roll) during an overnight short rest.</p><p>3. At the end of an overnight safe rest, you can roll all expended HD. On an even roll of 4 or higher, that HD recovers.</p><p>4. Healing magic requires a HD to fuel it; it boosts your natural vitality, it doesn't replace it. You must expend a HD, and you gain that HD roll in HP in addition to the magic healing. Healing magic without HD to fuel it can only stabilize someone. (Periodic healing from regeneration spells and effects is an exception).</p><p></p><p>The goal is a pacing one.</p><p></p><p>I'm balancing location based encounters (like a temple or cult or whatever) to be a single short rest's worth of fight (often on the hard side), and random/travel encounters "on the road" to be similar in difficulty (often on the easier side of a short rest's worth of fights).</p><p></p><p>Time and Travel is an important part of the plot; going from point A to point B will cost the party time. And there is a clock that starts ticking and event that occur based on time passed since the start of the campaign.</p><p></p><p>By scaling up encounter recovery, I prevent Travel from being the dominant source of time-consumption. Especially as you transition from T1 to T2 and then to T3, Travel times can collapse.</p><p></p><p>T1 is about unlocking the plot. Finding out what is going on and revealing what the big ticking clock is.</p><p></p><p>T2 is about exploiting the plot. Picking things to do that undermine the bad thing coming/earn rewards and power.</p><p></p><p>T3 is winning the plot. At this point, remaining T2 tasks become trivial, and players gain a ridiculous amount of agency.</p><p></p><p>T4 is breaking the plot. The main plot has consequences on the world, and in T4 the players get to rewrite the history of the world and determine what comes after.</p><p></p><p>The thing is, as travel and distance starts to collapse in T2/T3, recovery from tough fights is going to remain. Players will have the ability to <strong>win</strong> at what they are attempting, but they won't have the time to <strong>win</strong> everywhere they need to be; they will lose by absence/neglect (at least in-tier), and have a chance to mop up what they neglected in the next tier.</p><p></p><p>And gritty rests is part of that.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7993806, member: 72555"] I'm working on a campaign with this. There are a few other changes as well. 1. "Gritty" rests. 2. You can expend a single HD to (a) recover a level of exhaustion, or (b) recover lost max HP (based off roll) during an overnight short rest. 3. At the end of an overnight safe rest, you can roll all expended HD. On an even roll of 4 or higher, that HD recovers. 4. Healing magic requires a HD to fuel it; it boosts your natural vitality, it doesn't replace it. You must expend a HD, and you gain that HD roll in HP in addition to the magic healing. Healing magic without HD to fuel it can only stabilize someone. (Periodic healing from regeneration spells and effects is an exception). The goal is a pacing one. I'm balancing location based encounters (like a temple or cult or whatever) to be a single short rest's worth of fight (often on the hard side), and random/travel encounters "on the road" to be similar in difficulty (often on the easier side of a short rest's worth of fights). Time and Travel is an important part of the plot; going from point A to point B will cost the party time. And there is a clock that starts ticking and event that occur based on time passed since the start of the campaign. By scaling up encounter recovery, I prevent Travel from being the dominant source of time-consumption. Especially as you transition from T1 to T2 and then to T3, Travel times can collapse. T1 is about unlocking the plot. Finding out what is going on and revealing what the big ticking clock is. T2 is about exploiting the plot. Picking things to do that undermine the bad thing coming/earn rewards and power. T3 is winning the plot. At this point, remaining T2 tasks become trivial, and players gain a ridiculous amount of agency. T4 is breaking the plot. The main plot has consequences on the world, and in T4 the players get to rewrite the history of the world and determine what comes after. The thing is, as travel and distance starts to collapse in T2/T3, recovery from tough fights is going to remain. Players will have the ability to [b]win[/b] at what they are attempting, but they won't have the time to [b]win[/b] everywhere they need to be; they will lose by absence/neglect (at least in-tier), and have a chance to mop up what they neglected in the next tier. And gritty rests is part of that. [/QUOTE]
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Correcting ripple effects of slow resting variant
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