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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: 8176557" data-attributes="member: 5889"><p>Ok, so this changes the math a bit, and definitely reduces the overall randomness and concerns about failure. The fact that the party all recharges together I also agree with, so that helps as well.</p><p></p><p>I still think that the long rest mechanic is too dice dependent. The problem is not the minimum, the idea that you want a long rest only after 2 "short rest equivalents" makes plenty of sense. The problem is the maximum, if the dice are cold, you could have players performing encounter after encounter after encounter with no short or long rest options.</p><p></p><p>Going back to your mission statement, you noted the following:</p><p></p><p>"DM doesn't have to worry about adjusting the pace or the difficulty level of encounters to make sure the party isn't completely bored by lack of challenge or constantly in fear of a TPK."</p><p></p><p>"The problem I see is that the recharge is tied to the passage of time and not to the actual amount of "work" or encounters you have"</p><p></p><p></p><p>The randomness of your long rests goes against these desire. The pacing is now not on the amount of work the party puts in, but on the whims of the die. If players are going against the big bad, have had 3 deadly encounters and are completely tapped....they have no way to recover without another encounter....and the fear of a TPK will be very real.</p><p></p><p>That is why I think the best middle ground is to compromise on your long rest mechanic. For example, here are some additional rules that can help smooth out the kinks:</p><p></p><p>Idea 1 </p><p>Major Recovery (using a different name than long rest as ultimately that's confusing, major recovery is getting long rest abilities back but not hp): The players receive a major recovery whenever they have performed a minor recovery 3 times or received 15 total recharge die since the last Major Recovery.</p><p></p><p>--This gives us a little buffer if the dice are stone cold. Now the party will always get a "Long Rest" whenever they have done a certain number of encounters, no matter how luck is going. They might have received it quicker with good luck, but will always get it.</p><p></p><p>Idea 2</p><p>When the party performs a long rest, they receive 2 to 5 recovery die depending on the area (DM determines how restful the location is and bases the die on that).</p><p></p><p>--Gives the players a bit of control outside of encounters. Its no where near what a long rest does for them in the base edition, but gives them something if they are completely tapped and absolutely have to rest to move forward.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8176557, member: 5889"] Ok, so this changes the math a bit, and definitely reduces the overall randomness and concerns about failure. The fact that the party all recharges together I also agree with, so that helps as well. I still think that the long rest mechanic is too dice dependent. The problem is not the minimum, the idea that you want a long rest only after 2 "short rest equivalents" makes plenty of sense. The problem is the maximum, if the dice are cold, you could have players performing encounter after encounter after encounter with no short or long rest options. Going back to your mission statement, you noted the following: "DM doesn't have to worry about adjusting the pace or the difficulty level of encounters to make sure the party isn't completely bored by lack of challenge or constantly in fear of a TPK." "The problem I see is that the recharge is tied to the passage of time and not to the actual amount of "work" or encounters you have" The randomness of your long rests goes against these desire. The pacing is now not on the amount of work the party puts in, but on the whims of the die. If players are going against the big bad, have had 3 deadly encounters and are completely tapped....they have no way to recover without another encounter....and the fear of a TPK will be very real. That is why I think the best middle ground is to compromise on your long rest mechanic. For example, here are some additional rules that can help smooth out the kinks: Idea 1 Major Recovery (using a different name than long rest as ultimately that's confusing, major recovery is getting long rest abilities back but not hp): The players receive a major recovery whenever they have performed a minor recovery 3 times or received 15 total recharge die since the last Major Recovery. --This gives us a little buffer if the dice are stone cold. Now the party will always get a "Long Rest" whenever they have done a certain number of encounters, no matter how luck is going. They might have received it quicker with good luck, but will always get it. Idea 2 When the party performs a long rest, they receive 2 to 5 recovery die depending on the area (DM determines how restful the location is and bases the die on that). --Gives the players a bit of control outside of encounters. Its no where near what a long rest does for them in the base edition, but gives them something if they are completely tapped and absolutely have to rest to move forward. [/QUOTE]
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