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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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<blockquote data-quote="Helldritch" data-source="post: 7229959" data-attributes="member: 6855114"><p>I don't think so.</p><p></p><p>In fact, players will always go for the shortest route to get what they want. The long rest restore daily abilities. So the players with lots of dailies will go for the long rest. On the other hand, players with short rest abilities will try to punch in short rest period as much as possible. Exactly like they are doing right now without this tweak of the rule.</p><p></p><p>The breather is a nice addition to provide a way for all classes to heal up a bit without being "resting" too long.</p><p>The extended rest is also a nice narrative addition. Be it for in between adventures, in between travel point (resting in Edoras anyone?) from one place to another.</p><p></p><p>Note that the higher the player, the less the extended rest is required. Greater restoration is right there to ensure that.</p><p>Also, the use of the cantrip "spare the dying" will be much more common now. It will be a nice way to prevent the players to make too much "death" saves.</p><p></p><p>My only concern is that it might make the cleric a class tax. The cleric will be invaluable in the role of the healer with this implementation of the rule.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7229959, member: 6855114"] I don't think so. In fact, players will always go for the shortest route to get what they want. The long rest restore daily abilities. So the players with lots of dailies will go for the long rest. On the other hand, players with short rest abilities will try to punch in short rest period as much as possible. Exactly like they are doing right now without this tweak of the rule. The breather is a nice addition to provide a way for all classes to heal up a bit without being "resting" too long. The extended rest is also a nice narrative addition. Be it for in between adventures, in between travel point (resting in Edoras anyone?) from one place to another. Note that the higher the player, the less the extended rest is required. Greater restoration is right there to ensure that. Also, the use of the cantrip "spare the dying" will be much more common now. It will be a nice way to prevent the players to make too much "death" saves. My only concern is that it might make the cleric a class tax. The cleric will be invaluable in the role of the healer with this implementation of the rule. [/QUOTE]
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Death Saves and Resting - A rules tweak to slay elephants and increase difficulty through all levels
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