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General Tabletop Discussion
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Homebrew rules for resting and recharge of abilities
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<blockquote data-quote="Stalker0" data-source="post: 8176160" data-attributes="member: 5889"><p>Since we already established that you are looking for a bit more randomness in your recharging, lets see how well these rules accomplish that.</p><p></p><p>So let me use an example to ensure I am understanding things correctly.</p><p></p><p>1) Bob the Fighter uses his Action Surge, Indomitable, and Second wind abilities during a hard fight. The party gets 3 recharge die.</p><p></p><p>2) The party decides to keep going (no short rest), but Bob feels his going to need his mojo for the next fight. Bob rolls his 3d6, and as the fortunes are with him, gets a 12! His Action Surge and Second Wind both recover. His Indomitable does not recover yet (its a long rest ability), but he does have 1 out of the 3 successes he needs to get it back.</p><p></p><p>3) The next day (after a long rest), the party has a deadly fight, and gains 4d6. Bob lost half his hp (but no short rest abilities). The party decides though that they are hurt enough, and they take a short rest (5 min). Bob rolls several of his Hitdice and recovers his HP. He still has 4d6 recover die.</p><p></p><p>4) After a few more fights, Bob has amassed 10d6 recovery die, and is feeling really spent. He decides to try and recover. He rolls 4d6, but gets a 5 and fails<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Bob now has 6d6 recovery die remaining. This time he rolls all 6d6, getting a 15, and recovers his short rest abilities. This is now his second successful recharge (do these reset after a long rest?...its not clear), so he still needs 1 more for long rest recovery.</p><p></p><p></p><p>Ok so assuming I have it right, my thoughts:</p><p></p><p>1) Noting that with 4d6, you have a ballpark 24% of not recharging. That's a pretty high failure rate, whereas 5d6 is only balpark 5%. So I would imagine most people (unless they are gamblers) will try to wait until 5d6 is awarded. So a short rest recovery every couple of encounters, or perhaps after each deadly (but with some players not recharging).</p><p></p><p>That seems in the ballpark, though you may want to consider a 5d6 reward for deadly encounters.</p><p></p><p>2) I would offer at least some bonus for a player that fails their roll, as failure and not getting your stuff back when every one else in the party does is going to have bad mouthfeel. Perhaps a +X bonus or a +1d6 to the next roll if you failed the previous one. You may also want to add a "3 fails is an auto success" for that player with notoriously bad dice luck.</p><p></p><p>3) Conversely you may want to offer something where if a player gets a high enough roll (lets say a 20), they get 2 successes toward a long rest. This way players who don't expend short rest abilities as quickly and build up their die have a little something extra to hope for, as opposed to a player that has been recharging frequently and now gets to long rest recharge before they do.</p><p></p><p></p><p>In general, I like your idea for short rests and don't like it for long. I think the short rest idea could be interesting and dynamic. But the long rest area feels too prone to randomness (as a lot of times when a party is ready for long rest they NEED a long rest). So personally I would keep your system for short rest abilities, but keep long rest the same (long rest everything resets and you get your stuff back).</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8176160, member: 5889"] Since we already established that you are looking for a bit more randomness in your recharging, lets see how well these rules accomplish that. So let me use an example to ensure I am understanding things correctly. 1) Bob the Fighter uses his Action Surge, Indomitable, and Second wind abilities during a hard fight. The party gets 3 recharge die. 2) The party decides to keep going (no short rest), but Bob feels his going to need his mojo for the next fight. Bob rolls his 3d6, and as the fortunes are with him, gets a 12! His Action Surge and Second Wind both recover. His Indomitable does not recover yet (its a long rest ability), but he does have 1 out of the 3 successes he needs to get it back. 3) The next day (after a long rest), the party has a deadly fight, and gains 4d6. Bob lost half his hp (but no short rest abilities). The party decides though that they are hurt enough, and they take a short rest (5 min). Bob rolls several of his Hitdice and recovers his HP. He still has 4d6 recover die. 4) After a few more fights, Bob has amassed 10d6 recovery die, and is feeling really spent. He decides to try and recover. He rolls 4d6, but gets a 5 and fails:( Bob now has 6d6 recovery die remaining. This time he rolls all 6d6, getting a 15, and recovers his short rest abilities. This is now his second successful recharge (do these reset after a long rest?...its not clear), so he still needs 1 more for long rest recovery. Ok so assuming I have it right, my thoughts: 1) Noting that with 4d6, you have a ballpark 24% of not recharging. That's a pretty high failure rate, whereas 5d6 is only balpark 5%. So I would imagine most people (unless they are gamblers) will try to wait until 5d6 is awarded. So a short rest recovery every couple of encounters, or perhaps after each deadly (but with some players not recharging). That seems in the ballpark, though you may want to consider a 5d6 reward for deadly encounters. 2) I would offer at least some bonus for a player that fails their roll, as failure and not getting your stuff back when every one else in the party does is going to have bad mouthfeel. Perhaps a +X bonus or a +1d6 to the next roll if you failed the previous one. You may also want to add a "3 fails is an auto success" for that player with notoriously bad dice luck. 3) Conversely you may want to offer something where if a player gets a high enough roll (lets say a 20), they get 2 successes toward a long rest. This way players who don't expend short rest abilities as quickly and build up their die have a little something extra to hope for, as opposed to a player that has been recharging frequently and now gets to long rest recharge before they do. In general, I like your idea for short rests and don't like it for long. I think the short rest idea could be interesting and dynamic. But the long rest area feels too prone to randomness (as a lot of times when a party is ready for long rest they NEED a long rest). So personally I would keep your system for short rest abilities, but keep long rest the same (long rest everything resets and you get your stuff back). [/QUOTE]
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