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<blockquote data-quote="jrowland" data-source="post: 6319890" data-attributes="member: 94389"><p>Exactly. Thought experiment:</p><p></p><p>Lets say we are playing a module but the module omits some line about monsters filling in rooms PCs have cleared, or intelligent foes setting up watches/traps for returning PCs. Then PCs do some damage to dungeon population then leave to rest. RAW nothing changes in the dungeon and the PCs can go in full strength, blowing their powers, rinse and repeat. Most DMs wouldn't just let that be, and the few that do, so what? if its fun for the table, its not our place to criticize the fun, the module, Players, DM, etc.</p><p></p><p>If a fighter decides, mid-dungeon, to go rest in 1 hour increments to get full hp back, I fail to see how this is any different from the party going to rest for 8 hours (or less) to get full hp back. Yeah, maybe at 1st - 3rd level this means only a couple of hours for the fighter. So what? How many of you DMs have added a Potion of Healing or two in treasure for the sole purpose of keeping the party in fighting shape so they can keep going? Not much different, really.</p><p></p><p>Gritty, realistic, lasting wounds is a DMG "module", where it should be.</p><p></p><p>At low levels, if a fighter can shrug off what amounts to a big hit (1d10+level) 1 per hour, I fail to see the problem. The wedge case where a low level fighter takes a hit, then rests for an hour, then takes another hit, then rests for an hour, etc. is so contrived as to be meaningless. I don't think that particular sequence of events can happen organically. A lot of other Players at the table, and the DM have to be willfully making that happen in the game narrative to get to a point where SW seems broken. At higher levels, fighter is better off just taking a long rest, so its moot at high levels.</p><p></p><p>If the story you want to tell is of Brave Sir Robin killing Sewer Rats only to run back to the Inn for an hour after getting bit, then back to the sewers to repeat the Sewer Rat Slaying unto infinity (or level 20 in any event), fine. Good luck finding a DM to indulge you or other Players to sit through it. </p><p></p><p>In short, its only broken if you let it be broken.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6319890, member: 94389"] Exactly. Thought experiment: Lets say we are playing a module but the module omits some line about monsters filling in rooms PCs have cleared, or intelligent foes setting up watches/traps for returning PCs. Then PCs do some damage to dungeon population then leave to rest. RAW nothing changes in the dungeon and the PCs can go in full strength, blowing their powers, rinse and repeat. Most DMs wouldn't just let that be, and the few that do, so what? if its fun for the table, its not our place to criticize the fun, the module, Players, DM, etc. If a fighter decides, mid-dungeon, to go rest in 1 hour increments to get full hp back, I fail to see how this is any different from the party going to rest for 8 hours (or less) to get full hp back. Yeah, maybe at 1st - 3rd level this means only a couple of hours for the fighter. So what? How many of you DMs have added a Potion of Healing or two in treasure for the sole purpose of keeping the party in fighting shape so they can keep going? Not much different, really. Gritty, realistic, lasting wounds is a DMG "module", where it should be. At low levels, if a fighter can shrug off what amounts to a big hit (1d10+level) 1 per hour, I fail to see the problem. The wedge case where a low level fighter takes a hit, then rests for an hour, then takes another hit, then rests for an hour, etc. is so contrived as to be meaningless. I don't think that particular sequence of events can happen organically. A lot of other Players at the table, and the DM have to be willfully making that happen in the game narrative to get to a point where SW seems broken. At higher levels, fighter is better off just taking a long rest, so its moot at high levels. If the story you want to tell is of Brave Sir Robin killing Sewer Rats only to run back to the Inn for an hour after getting bit, then back to the sewers to repeat the Sewer Rat Slaying unto infinity (or level 20 in any event), fine. Good luck finding a DM to indulge you or other Players to sit through it. In short, its only broken if you let it be broken. [/QUOTE]
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