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<blockquote data-quote="Shardstone" data-source="post: 9208260" data-attributes="member: 6807784"><p>A daily rest involving 8 hours of sleep or downtime IMO doesn't actually change anything. In fact, it does the opposite by cementing the adventuring day as the must-use paradigm. I think the best of both worlds here would be short rests of variable length, and instead of calling it short rests, its really just a rest/refresh. Then you can increase the Refresh duration to 8 hours if you want dailies, or decrease it to 10 minutes for more high-octane action, and so on and so forth. </p><p></p><p>Another great example is Baldur's Gate 3. I think if we had an in-universe currency to buy rests, like Camping Supplies or Strong Goblin Liquor or Halfling Weed, and you have to spend that currency to refresh, you create a good paradigm for the game. In this case, it doesn't really matter how long the refresh is, just how much currency do you have to get your refreshes. If you want a daily game, you could say that players can only light a bowl of Halfling Weed for a refresh once every 24 hours -- after all, smoking too much will make you exhausted. Likewise, if you try to refresh with Strong Gobline Liquor too often, you'll just get drunk -- wait a day and try it again. This minimizes the resting period while keeping the need to sleep etc. </p><p></p><p>This still leads to a soft Adventuring Day paradigm, but a DM that can decide how often Refreshes are available is in control of their own game (well, as much as they can be, given 4-7 other players are going to make decisions too).</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9208260, member: 6807784"] A daily rest involving 8 hours of sleep or downtime IMO doesn't actually change anything. In fact, it does the opposite by cementing the adventuring day as the must-use paradigm. I think the best of both worlds here would be short rests of variable length, and instead of calling it short rests, its really just a rest/refresh. Then you can increase the Refresh duration to 8 hours if you want dailies, or decrease it to 10 minutes for more high-octane action, and so on and so forth. Another great example is Baldur's Gate 3. I think if we had an in-universe currency to buy rests, like Camping Supplies or Strong Goblin Liquor or Halfling Weed, and you have to spend that currency to refresh, you create a good paradigm for the game. In this case, it doesn't really matter how long the refresh is, just how much currency do you have to get your refreshes. If you want a daily game, you could say that players can only light a bowl of Halfling Weed for a refresh once every 24 hours -- after all, smoking too much will make you exhausted. Likewise, if you try to refresh with Strong Gobline Liquor too often, you'll just get drunk -- wait a day and try it again. This minimizes the resting period while keeping the need to sleep etc. This still leads to a soft Adventuring Day paradigm, but a DM that can decide how often Refreshes are available is in control of their own game (well, as much as they can be, given 4-7 other players are going to make decisions too). [/QUOTE]
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