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General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="Campbell" data-source="post: 6291819" data-attributes="member: 16586"><p>My general preference is to abstract short rests and long rests as narrative resources rather than time based resources. I don't tend to keep track of time in all but the barest of scopes and I don't like to be pressured to include a number of fights during a day for game play reasons. In the last 4e game I ran we ruled that extended rests required extended downtime in a safe place. I also used inherent bonuses and distributed treasure mostly through alternate rewards (grand master training, divine boons). Basically, resources got renewed at the end of an adventure (roughly every 4-6 4 hour sessions) and sometimes only had about 3 actual combat encounters during that time with little pressure to overtly seek out treasure for its own sake. The Scion game I'm a player in runs at about the same pace.</p><p></p><p>Much of our game sessions revolve around securing alliances, gaining intel, and character exploration. I like healing surges, extended rests and short rests because they are easier to turn into more narrative resources than rules elements which are explicitly called out and explained through time in the game's fiction. I'm a bit of an odd canard - 4e was the first mainstream fantasy RPG I could get to really sing for the type of game I enjoy. To be fair I did later have a bit of luck with Mongoose RuneQuest and Legend of the 5 Rings with some friends who are more traditional gamers, but that's mostly a case of the time based factors in that game lining up with the sort of stories I like to game through. During the 3e era we had multiple D&D games peter out because of a lack of resource equivalence. Generally we always just went back to Exalted, Werewolf: The Forsaken, or Vampire: The Requiem.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6291819, member: 16586"] My general preference is to abstract short rests and long rests as narrative resources rather than time based resources. I don't tend to keep track of time in all but the barest of scopes and I don't like to be pressured to include a number of fights during a day for game play reasons. In the last 4e game I ran we ruled that extended rests required extended downtime in a safe place. I also used inherent bonuses and distributed treasure mostly through alternate rewards (grand master training, divine boons). Basically, resources got renewed at the end of an adventure (roughly every 4-6 4 hour sessions) and sometimes only had about 3 actual combat encounters during that time with little pressure to overtly seek out treasure for its own sake. The Scion game I'm a player in runs at about the same pace. Much of our game sessions revolve around securing alliances, gaining intel, and character exploration. I like healing surges, extended rests and short rests because they are easier to turn into more narrative resources than rules elements which are explicitly called out and explained through time in the game's fiction. I'm a bit of an odd canard - 4e was the first mainstream fantasy RPG I could get to really sing for the type of game I enjoy. To be fair I did later have a bit of luck with Mongoose RuneQuest and Legend of the 5 Rings with some friends who are more traditional gamers, but that's mostly a case of the time based factors in that game lining up with the sort of stories I like to game through. During the 3e era we had multiple D&D games peter out because of a lack of resource equivalence. Generally we always just went back to Exalted, Werewolf: The Forsaken, or Vampire: The Requiem. [/QUOTE]
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Community
General Tabletop Discussion
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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