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<blockquote data-quote="AbdulAlhazred" data-source="post: 7542092" data-attributes="member: 82106"><p>I was going to say something like what [MENTION=12749]MwaO[/MENTION] suggests, a narrative reason for the low recharge rate. However, you can simply decree that PCs can only do a long rest 'once per week' or whatever you want. The other option is simply to pace the action sequences so that the opportunity to nova is limited (IE once the PCs get into the stew pot, things get hot fast). </p><p></p><p>I like something along the lines of the 'artifact' though, it provides a choice. Other options might be that magic is a weak force in this world, the gods, arcane forces, etc. are limited and it requires a week of meditation, prayer, study, etc. to really 'recharge'. If the campaign focuses on a specific power source, then you can have more specific explanations, the higher powers (be it gods, vestiges, demons, nature, etc.) are simply stingy or constrained. </p><p></p><p>You could also work out some trade offs. Give the players a chance to recharge their PCs at a higher rate now and then, at some sort of plot cost. This is good for 'stake setting' in a narratively driven game. The players can play it safer and achieve limited results, or go all in and try the big gamble.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7542092, member: 82106"] I was going to say something like what [MENTION=12749]MwaO[/MENTION] suggests, a narrative reason for the low recharge rate. However, you can simply decree that PCs can only do a long rest 'once per week' or whatever you want. The other option is simply to pace the action sequences so that the opportunity to nova is limited (IE once the PCs get into the stew pot, things get hot fast). I like something along the lines of the 'artifact' though, it provides a choice. Other options might be that magic is a weak force in this world, the gods, arcane forces, etc. are limited and it requires a week of meditation, prayer, study, etc. to really 'recharge'. If the campaign focuses on a specific power source, then you can have more specific explanations, the higher powers (be it gods, vestiges, demons, nature, etc.) are simply stingy or constrained. You could also work out some trade offs. Give the players a chance to recharge their PCs at a higher rate now and then, at some sort of plot cost. This is good for 'stake setting' in a narratively driven game. The players can play it safer and achieve limited results, or go all in and try the big gamble. [/QUOTE]
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