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General Tabletop Discussion
*Dungeons & Dragons
Heal rate options and adventuring days
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<blockquote data-quote="the Jester" data-source="post: 6022406" data-attributes="member: 1210"><p>Well, it depends. An adventure with a timeline (see Red Hand of Doom for a particularly excellent example) will, of course, keep advancing while the party rests. Others might have guidelines for how quickly the monsters replace themselves (see Caves of Chaos).</p><p></p><p>But most importantly, <em>the world keeps moving.</em> I think this is a very important, and hugely overlooked, factor. It plays into the whole "1st to 20th level in a month" problem that 3e and later editions seem to encourage. Which- yes, it's a matter of playstyle preference and taste- some of us find to be a HUGE problem.</p><p></p><p></p><p></p><p>Back in the day, food supplies and their cost were an issue with unlimited resting. If it took 6 days to get back to town, and the party only had 4 weeks of food, they basically had 2 weeks of adventuring time (plus whatever foraged supplies they could find).</p><p></p><p>Breaking away from "expected wealth by level" stuff will allow a return to this style of game- one where resource management is important. If the party only has 1000 gp between them at 7th level, the cost of food and arrows matters. (Sure, you can take Create Food & Drink as a spell in place of Prayer or whatever, but it's a meaningful choice now.)</p><p></p><p></p><p></p><p>One way to look at this might be to declare that the bad guys take a day off (or half a day, or whatever) whenever they have at least 3 (? 5? 10?) of their number that need to heal up, just like the pcs do.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6022406, member: 1210"] Well, it depends. An adventure with a timeline (see Red Hand of Doom for a particularly excellent example) will, of course, keep advancing while the party rests. Others might have guidelines for how quickly the monsters replace themselves (see Caves of Chaos). But most importantly, [i]the world keeps moving.[/i] I think this is a very important, and hugely overlooked, factor. It plays into the whole "1st to 20th level in a month" problem that 3e and later editions seem to encourage. Which- yes, it's a matter of playstyle preference and taste- some of us find to be a HUGE problem. Back in the day, food supplies and their cost were an issue with unlimited resting. If it took 6 days to get back to town, and the party only had 4 weeks of food, they basically had 2 weeks of adventuring time (plus whatever foraged supplies they could find). Breaking away from "expected wealth by level" stuff will allow a return to this style of game- one where resource management is important. If the party only has 1000 gp between them at 7th level, the cost of food and arrows matters. (Sure, you can take Create Food & Drink as a spell in place of Prayer or whatever, but it's a meaningful choice now.) One way to look at this might be to declare that the bad guys take a day off (or half a day, or whatever) whenever they have at least 3 (? 5? 10?) of their number that need to heal up, just like the pcs do. [/QUOTE]
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