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D&D Editions: Anybody Else Feel Like They Don't Fit In?
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<blockquote data-quote="SteveC" data-source="post: 9654103" data-attributes="member: 9053"><p>This exactly! It's a longer term resource that you track and gradually expend throughout the adventuing day. It's also something the DM can use to show how a situation drains the party's ability to keep going. The idea in 4E was pretty much that you'd always go into combat at full HP, but you'd still have a limit as to how much you could actually do in a day.</p><p></p><p>I play PF2, and with the healing rules there, the group effectively always starts at full HP, but there's no restriction other than time. I don't think that's necessarily a good feature, since the only thing that you gradually lose over the day is spell slots at this point, and a martial party doesn't really care about them. Perhaps that's operating as expected.</p><p></p><p>5E Hit Dice are intended to serve the purpose of allowing characters to push on but capping what can be done in a single day, combined with short rest abilities. The only problem is that with the 1 hour rest time, groups (and I'm speaking from what I both read and experience here) don't always engage with the short rest mechanic due to the feeling of losing time. I find that restricts characters who are short rest based for their resources, so I usually recommend reducing the time or just having a number of short rests that the group can just take ... but my group doesn't do that. It means I play characters with long rest recoveries or just ignore the spell slots for my Hexblade dip bard.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9654103, member: 9053"] This exactly! It's a longer term resource that you track and gradually expend throughout the adventuing day. It's also something the DM can use to show how a situation drains the party's ability to keep going. The idea in 4E was pretty much that you'd always go into combat at full HP, but you'd still have a limit as to how much you could actually do in a day. I play PF2, and with the healing rules there, the group effectively always starts at full HP, but there's no restriction other than time. I don't think that's necessarily a good feature, since the only thing that you gradually lose over the day is spell slots at this point, and a martial party doesn't really care about them. Perhaps that's operating as expected. 5E Hit Dice are intended to serve the purpose of allowing characters to push on but capping what can be done in a single day, combined with short rest abilities. The only problem is that with the 1 hour rest time, groups (and I'm speaking from what I both read and experience here) don't always engage with the short rest mechanic due to the feeling of losing time. I find that restricts characters who are short rest based for their resources, so I usually recommend reducing the time or just having a number of short rests that the group can just take ... but my group doesn't do that. It means I play characters with long rest recoveries or just ignore the spell slots for my Hexblade dip bard. [/QUOTE]
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D&D Editions: Anybody Else Feel Like They Don't Fit In?
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