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Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
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<blockquote data-quote="Baumi" data-source="post: 7342719" data-attributes="member: 2569"><p>We tried the "short rest only takes a few minutes but you cannot profit more than twice per long rest from it", which was better then the default solution, but still doesn't work in Situations like Overland-Travel, where you have at least one long Rest after each encounter.</p><p></p><p>My next approach will be converting short Rest Abilities to long Rest Abilities by multiplying it's uses by three, so there is only one Rest mechanic (Hit Dice can be freely used outside of Action Scenes) anymore and everybody is on the same boat balancewise.</p><p></p><p>The second step is to make Long Rest Storybased instead of Timebased .. so they get a Rest only after an Adventure or Session. If an Adventure is partitulary long, I will simply give them a chance to recover in the Adventure itself (mystical Location, a few days rest,..). With that it's much easier to challenge my players and balance the Adventure. The Characters will be able to force a long rest (going back to Town) but this will have a "Campaign Loss", which means something bad will happen like the Enemies getting Support, the Damsel in Distress will be sacrifices, etc.</p></blockquote><p></p>
[QUOTE="Baumi, post: 7342719, member: 2569"] We tried the "short rest only takes a few minutes but you cannot profit more than twice per long rest from it", which was better then the default solution, but still doesn't work in Situations like Overland-Travel, where you have at least one long Rest after each encounter. My next approach will be converting short Rest Abilities to long Rest Abilities by multiplying it's uses by three, so there is only one Rest mechanic (Hit Dice can be freely used outside of Action Scenes) anymore and everybody is on the same boat balancewise. The second step is to make Long Rest Storybased instead of Timebased .. so they get a Rest only after an Adventure or Session. If an Adventure is partitulary long, I will simply give them a chance to recover in the Adventure itself (mystical Location, a few days rest,..). With that it's much easier to challenge my players and balance the Adventure. The Characters will be able to force a long rest (going back to Town) but this will have a "Campaign Loss", which means something bad will happen like the Enemies getting Support, the Damsel in Distress will be sacrifices, etc. [/QUOTE]
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Getting rid of the short rest: The answer to Linear Fighter vs Quadratic Wizard?
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