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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
End the 5 minute work-day by making all classes work off short rests.
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<blockquote data-quote="clearstream" data-source="post: 8071050" data-attributes="member: 71699"><p>I wanted to copy my latest as a reply to the OP, as I think it is crucial in game design to think about goals of the design.</p><p></p><p>As I understand it, the mechanical purpose of rests is to allow greater diversity in abilities as game designers can offer players. They can design stronger abilities that can't be used in every combat, and weaker abilities that can be used in every combat. Cantrips at one end (use as often as you like) and wizard spells at the other (use once between long rests). That then presents more interesting decisions to players - use the spell now, or save it for later?</p><p></p><p>A) We can have rests that cannot be interrupted, but are mechanically constrained. For example, an instant short rest after every second combat.</p><p></p><p>OR</p><p></p><p>B) We can have rests that can be interrupted, but are not mechanically constrained. For example, take an 8 hour rest when you like, but it can be interrupted.</p><p></p><p>Either option can satisfy the purpose of rests, therefore Level Up - with its intent to offer advanced play - could offer robust versions of both. It's actually the RAW that is at fault, since it straddles them and does neither very effectively. Leading to dissatisfaction. Were I design directing this project I would probably ask my designers to give me A) a mechanically forced system, like the instant rests idea or maybe rest points if that can be made to work smoothly, and B) a narrative-space system (something like my own rules above).</p></blockquote><p></p>
[QUOTE="clearstream, post: 8071050, member: 71699"] I wanted to copy my latest as a reply to the OP, as I think it is crucial in game design to think about goals of the design. As I understand it, the mechanical purpose of rests is to allow greater diversity in abilities as game designers can offer players. They can design stronger abilities that can't be used in every combat, and weaker abilities that can be used in every combat. Cantrips at one end (use as often as you like) and wizard spells at the other (use once between long rests). That then presents more interesting decisions to players - use the spell now, or save it for later? A) We can have rests that cannot be interrupted, but are mechanically constrained. For example, an instant short rest after every second combat. OR B) We can have rests that can be interrupted, but are not mechanically constrained. For example, take an 8 hour rest when you like, but it can be interrupted. Either option can satisfy the purpose of rests, therefore Level Up - with its intent to offer advanced play - could offer robust versions of both. It's actually the RAW that is at fault, since it straddles them and does neither very effectively. Leading to dissatisfaction. Were I design directing this project I would probably ask my designers to give me A) a mechanically forced system, like the instant rests idea or maybe rest points if that can be made to work smoothly, and B) a narrative-space system (something like my own rules above). [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
End the 5 minute work-day by making all classes work off short rests.
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