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Five-Minute Workday Article
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<blockquote data-quote="Badapple" data-source="post: 5970200" data-attributes="member: 71811"><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">I’m disappointed to say the least. I can understand though that any mechanical way they put in core rules to limit vancian characters from going nova in the first room of the dungeon would present a new source of outrage for a segment of their potential customer base.</span></span></span></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">At the very least it would be nice if they presented some optional modules where the rate of recharge of cleric and wizard spells could be controlled. For example:</span></span></span></p><p> </p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">1.)</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">Wizards at home in their lab can regain all their spells in one day. Priests praying at a sanctified temple in town can regain all their spells in one day. </span><span style="font-size: 12px">Otherwise in the field wizards and priests regain 1 spell per day.</span></span></span></p><p> </p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">2.)</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">Wizards and priests need to have X amount of uninterrupted rest in order to regain their spells. </span><span style="font-size: 12px">Even one round of combat or use of a physical skill or distractions such as noises, insects, an conjured imp sent to harass the party by its master, or nightmares induced from a haunted forest would interrupt the rest. (So a DM could do this to a party that rests too often for example).</span></span></span></p><p> </p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">3.)</span></span> </span><span style="font-size: 12px"><span style="font-family: 'Calibri'">A “day” can be replaced with a “chapter”, so vancian casters over the course of an adventuring “story” replenish their spells at certain points determined by the DM, which might be hours, days, or even months (in the case of a long travel adventure where maybe 3-4 combats take place over the course of a three month long journey)</span></span></span></p><p> </p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">All of these things can be done without official rules supporting them, but it would be nice to see them addressed in a DMG excerpt or something so that less experienced DMs would have optional tools to deal with parties that excessively engage in a 5 minute workday. Like the rest of the modular approach a DM might want to choose one of these limitations for one adventure, but not for another. (these options are just examples btw... I'd like to see good examples from game designers to limit rest with nice mechanics as an option).</span></span></span></p><p> </p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Calibri'"><span style="color: white">Also, D&D official adventures are notoriously bad at dividing up the points where there should be an extended rest period. I hope the D&D Next official adventures (especially ones that are more “linear”) make use of the pacing guidelines and designate default guidelines when it is appropriate to rest and if the party rests more often than they should what the consequences are in the adventure. This would help new DMs have a point of reference so they can design their own adventures.</span></span></span></p></blockquote><p></p>
[QUOTE="Badapple, post: 5970200, member: 71811"] [SIZE=3][FONT=Calibri][COLOR=white]I’m disappointed to say the least. I can understand though that any mechanical way they put in core rules to limit vancian characters from going nova in the first room of the dungeon would present a new source of outrage for a segment of their potential customer base.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Calibri][COLOR=white]At the very least it would be nice if they presented some optional modules where the rate of recharge of cleric and wizard spells could be controlled. For example:[/COLOR][/FONT][/SIZE] [FONT=Calibri][SIZE=3][/SIZE][/FONT] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]1.)[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]Wizards at home in their lab can regain all their spells in one day. Priests praying at a sanctified temple in town can regain all their spells in one day. [/SIZE][SIZE=3]Otherwise in the field wizards and priests regain 1 spell per day.[/SIZE][/FONT][/COLOR] [FONT=Calibri][SIZE=3][/SIZE][/FONT] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]2.)[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]Wizards and priests need to have X amount of uninterrupted rest in order to regain their spells. [/SIZE][SIZE=3]Even one round of combat or use of a physical skill or distractions such as noises, insects, an conjured imp sent to harass the party by its master, or nightmares induced from a haunted forest would interrupt the rest. (So a DM could do this to a party that rests too often for example).[/SIZE][/FONT][/COLOR] [FONT=Calibri][SIZE=3][/SIZE][/FONT] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]3.)[/SIZE][/FONT] [/FONT][SIZE=3][FONT=Calibri]A “day” can be replaced with a “chapter”, so vancian casters over the course of an adventuring “story” replenish their spells at certain points determined by the DM, which might be hours, days, or even months (in the case of a long travel adventure where maybe 3-4 combats take place over the course of a three month long journey)[/FONT][/SIZE][/COLOR] [FONT=Calibri][SIZE=3][/SIZE][/FONT] [SIZE=3][FONT=Calibri][COLOR=white]All of these things can be done without official rules supporting them, but it would be nice to see them addressed in a DMG excerpt or something so that less experienced DMs would have optional tools to deal with parties that excessively engage in a 5 minute workday. Like the rest of the modular approach a DM might want to choose one of these limitations for one adventure, but not for another. (these options are just examples btw... I'd like to see good examples from game designers to limit rest with nice mechanics as an option).[/COLOR][/FONT][/SIZE] [FONT=Calibri][SIZE=3][/SIZE][/FONT] [SIZE=3][FONT=Calibri][COLOR=white]Also, D&D official adventures are notoriously bad at dividing up the points where there should be an extended rest period. I hope the D&D Next official adventures (especially ones that are more “linear”) make use of the pacing guidelines and designate default guidelines when it is appropriate to rest and if the party rests more often than they should what the consequences are in the adventure. This would help new DMs have a point of reference so they can design their own adventures.[/COLOR][/FONT][/SIZE] [/QUOTE]
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