No, this wasn't forgotten. It was brought several times in the past 22 pages.This thread seems to forget an OD&D staple that was a powerful disincentive to taking too many rests:
Wandering Monsters and rest-time ambushes. Against a party where just one or two guards were prepared, and the rest were sleeping, unarmored and unarmed, or not daring to break their spell recovery rest, they could be pretty brutal...
At the moment, the options are very binary: "rest" or "not rest".
But what if there was a middle ground there? A way to recover *some* of your resources, without being the 8-hour rest.
At the moment, the options are very binary: "rest" or "not rest".
But what if there was a middle ground there? A way to recover *some* of your resources, without being the 8-hour rest.
This may remove the 15 minute adventure day, but it doesn't solve the balance problem _unless_ you already fixed that problem by giving everyone equally strong resources they can recover. In which case the 15 minute adventuring day is only a minor issue to me in the first place.At the moment, the options are very binary: "rest" or "not rest".
But what if there was a middle ground there? A way to recover *some* of your resources, without being the 8-hour rest.
But what if there was a middle ground there? A way to recover *some* of your resources, without being the 8-hour rest.
1. Giving all characters similar resource recharge rates. It need not be AEDU - all characters could be completely at-will, completely daily, or have a combination of at-will and daily abilities.
This brings a previous idea to mind. What if all of a spellcaster's spells were at-will with a minor effect? To achieve the full potential of that effect, the caster would spend multiple rounds casting. Spell levels would be used to determine the minimum level at which a certain magical effect would be achievable. Combine this with a functioning Spell Seed system and I think it could work.
Example: The Fire seed could be available as a first level spell seed. A single round of casting could launch a small fire dart. Casting for two rounds could build to a burning hands-like effect. While three rounds would get you a fireball-type effect.
Like a short rest?![]()
15 minutes/spell level recovered, requiring 2 hours of meditation (not-sleep) to start to the process of recovering spells. The 2 hours upfront penalty increasing to 8 hours if a max-level slot is being refilled, or 4 hours if only a max-1 slot is being refilled. That means that at highish level, 1st and even 2nd level slots are relatively cheap to recharge, but it rapidly gets expensive from there.
I could see having a system of "short rest" (minutes), "extended rest" (hours) and "downtime" (days or weeks).
Like some kind of "short rest"![]()
I think you missed (at least) a couple:The solutions to the nova problem are:
1. Ensuring all resources can be regained in a short time. This could be done by only giving characters abilities and resources that are at-will or which can be regained after a short rest.
2. Giving the players incentives to increase the length of the adventuring day (or disincentives to reduce it). This could include bonus experience points for each encounter beyond the first, making the adventure harder (e.g. by giving the PCs' opponents extra resources) or reducing the rewards (e.g. more opponents flee with their treasure) each time the PCs stop to rest.