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<blockquote data-quote="FrogReaver" data-source="post: 9207756" data-attributes="member: 6795602"><p>IMO - The fundamental problems with any player driven fiction dependent recovery mechanic are 1) The DM must design adventures that give players agency while for balance purposes restricts that agency to not materially altering the encounters per rest schedule and 2) that the DM must either allow the players to fictionally 'game' the recovery mechanic - or artificially put pressure on the players when they try to do so. That said some players will not try to game the mechanic and that eliminates this concern for those particular groups - but in general that cannot be guaranteed.</p><p></p><p>The solution to me seems to be to focus more around the encounter level. Make losing encounter not necessarily be TPK's, provide a narrative failure - possibly have that failure spill over into some daily PC resources - and when they get low enough another failure can mean PC death is a narrative consequence.</p><p></p><p>Players would have have a few high level options while on the adventure and not in battle - fallback for recovery, retreat to a safe haven. Give these choices sufficient narrative weight or at least the potential for it.</p><p></p><p>Resulting system maybe isn't d&d, but probably is really fun while avoiding some of the biggest issues.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9207756, member: 6795602"] IMO - The fundamental problems with any player driven fiction dependent recovery mechanic are 1) The DM must design adventures that give players agency while for balance purposes restricts that agency to not materially altering the encounters per rest schedule and 2) that the DM must either allow the players to fictionally 'game' the recovery mechanic - or artificially put pressure on the players when they try to do so. That said some players will not try to game the mechanic and that eliminates this concern for those particular groups - but in general that cannot be guaranteed. The solution to me seems to be to focus more around the encounter level. Make losing encounter not necessarily be TPK's, provide a narrative failure - possibly have that failure spill over into some daily PC resources - and when they get low enough another failure can mean PC death is a narrative consequence. Players would have have a few high level options while on the adventure and not in battle - fallback for recovery, retreat to a safe haven. Give these choices sufficient narrative weight or at least the potential for it. Resulting system maybe isn't d&d, but probably is really fun while avoiding some of the biggest issues. [/QUOTE]
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