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Flamestrike and Stalker0's little adventure
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8297381" data-attributes="member: 7029588"><p>Yeah, I wasn't referring to the "Doom clock" in general. Agree, there are often ways to work this in to the context of the adventure so it's not artificial. Almost any worthy goal has some opposition which creates time pressure.</p><p></p><p>However, the 2-2-2 workday is a very specific assumption tied to "in-game days" as Stalker0 points out. You can change this to "rest must be done in a TOR-like sanctuary" or "a week in a sanctuary" or whatever, and this might help some scenerios but will likely have negative implications on other scenerios. </p><p></p><p>For example, say the PCs need to go to 4 islands and get the McGuffin from each, and then confront the big bad in his island lair on a 5th Island. The islands are all 2 days apart. There is time pressure. The islands have 2, 1, 1, 1 encounter set up, with the final island a 6 encounter. Under normal 5e, the Wizard is high powered (OP?) for 4 of the islands and at par for the final island. Under a sanctuary model, the Wizard is way underpowered as she can't rest for 11 encounters. There are of course other rest models, but anything tied directly to in-game time tends to create complications when not all PCs use the same mechanism.</p><p></p><p>I play with friends that also play and like more narrative games, so if 2-2-2 leads to a much, much better "game" we'll make it work narratively on both the GM and player side if needed. Maybe even "dramatic" recovery where DM calls the recovery with a heads up. So PCs should assume spell recovery after 6 encounters, short rest recover after every 2 unless notified. So in the island adventure, the DM would deem recovery after island 4 (5 encounters). Why? We can come up with something. In this universe, you have to be constantly studying, praying, communing, etc. and the refresh happenes when you have an "insight" for arcane magic and the diety "bestows" at its choosing for divine. This "insight" just happens to happen usually after ~6 encounters... I'm not sure how many D&D tables are willing to go there though.</p><p></p><p>I think I slightly prefer other forms of recovery mechanisms (more independant from in-game, all the same for PCs like 4e), but it's not a huge hurdle to overcome as long as you are aware of the underlying assumptions.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8297381, member: 7029588"] Yeah, I wasn't referring to the "Doom clock" in general. Agree, there are often ways to work this in to the context of the adventure so it's not artificial. Almost any worthy goal has some opposition which creates time pressure. However, the 2-2-2 workday is a very specific assumption tied to "in-game days" as Stalker0 points out. You can change this to "rest must be done in a TOR-like sanctuary" or "a week in a sanctuary" or whatever, and this might help some scenerios but will likely have negative implications on other scenerios. For example, say the PCs need to go to 4 islands and get the McGuffin from each, and then confront the big bad in his island lair on a 5th Island. The islands are all 2 days apart. There is time pressure. The islands have 2, 1, 1, 1 encounter set up, with the final island a 6 encounter. Under normal 5e, the Wizard is high powered (OP?) for 4 of the islands and at par for the final island. Under a sanctuary model, the Wizard is way underpowered as she can't rest for 11 encounters. There are of course other rest models, but anything tied directly to in-game time tends to create complications when not all PCs use the same mechanism. I play with friends that also play and like more narrative games, so if 2-2-2 leads to a much, much better "game" we'll make it work narratively on both the GM and player side if needed. Maybe even "dramatic" recovery where DM calls the recovery with a heads up. So PCs should assume spell recovery after 6 encounters, short rest recover after every 2 unless notified. So in the island adventure, the DM would deem recovery after island 4 (5 encounters). Why? We can come up with something. In this universe, you have to be constantly studying, praying, communing, etc. and the refresh happenes when you have an "insight" for arcane magic and the diety "bestows" at its choosing for divine. This "insight" just happens to happen usually after ~6 encounters... I'm not sure how many D&D tables are willing to go there though. I think I slightly prefer other forms of recovery mechanisms (more independant from in-game, all the same for PCs like 4e), but it's not a huge hurdle to overcome as long as you are aware of the underlying assumptions. [/QUOTE]
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