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General Tabletop Discussion
*Dungeons & Dragons
Decoupling [healing + resource recovery] from 'resting'
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<blockquote data-quote="I'm A Banana" data-source="post: 6792169" data-attributes="member: 2067"><p>There's two rather significant downsides (that might not be a big deal at any one particular table).</p><p></p><p>First, this system is meta as all get out. There's no in-world logic that says that killing 6 waves of goblins makes my sword wounds go away. If you're worried about preserving that fragile suspension of disbelief, this could nuke it to kingdom come. But not all tables/players are as sensitive to that - in some places, it might not be even a little bit of a problem.</p><p></p><p>The second, more minor consideration is that this does away with the possibility of cramming more encounters into a rest or taking a rest after fewer encounters. Like, after two Easy encounters, maybe we don't NEED the recovery. But after one Deadly one, maybe we do! (You could solve this by switching from an "encounter" model to an "XP" model pretty simply - at certain XP points (as measured by adjusted XP/expected daily adjusted XP), you gain a short or long recovery).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6792169, member: 2067"] There's two rather significant downsides (that might not be a big deal at any one particular table). First, this system is meta as all get out. There's no in-world logic that says that killing 6 waves of goblins makes my sword wounds go away. If you're worried about preserving that fragile suspension of disbelief, this could nuke it to kingdom come. But not all tables/players are as sensitive to that - in some places, it might not be even a little bit of a problem. The second, more minor consideration is that this does away with the possibility of cramming more encounters into a rest or taking a rest after fewer encounters. Like, after two Easy encounters, maybe we don't NEED the recovery. But after one Deadly one, maybe we do! (You could solve this by switching from an "encounter" model to an "XP" model pretty simply - at certain XP points (as measured by adjusted XP/expected daily adjusted XP), you gain a short or long recovery). [/QUOTE]
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Decoupling [healing + resource recovery] from 'resting'
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