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How has 5e solved the Wand of CLW problem?
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<blockquote data-quote="chriton227" data-source="post: 6566375" data-attributes="member: 33263"><p>I'm sorry, but to me saying that the rests should be "A or B depending" is like saying in real life that sometimes you can get a good night's sleep in an hour, sometimes it takes 8 hours, and sometimes it takes 36 hours, all based on what is currently scheduled on your calendar. If the party has someplace safe and secure where they can rest uninterrupted, the rest should take a predictable amount of time and should have predictable results regardless of what adventure schedule the DM is trying to impose on the players. </p><p></p><p>If you don't like the effects of a short or long rest, that's fine, just house rule the changes and inform your players, but be consistent and inform your players in advance. If the changes you need are too big to comfortably apply as a house rule, then find a system that fits what you are trying to portray better. Something like FATE has a situational narrative approach to removing consequences that sounds more like what you are going for, where removing or downgrading consequences is based on reaching story milestones, not time on a clock; something like Shadowrun has a very codified approach to healing over time where more severe wounds take exponentially longer to heal - a single box light wound might heal within hours but a 10 box deadly wound might take weeks or months just to drop to the serious category. </p><p></p><p>The players rely on the rules to help them understand how the game world works, if the GM is changing basic rules on a whim, the players may start to expect the GM will change anything on a whim, making it pointless to even have rules. If a rest takes an unpredictable amount of time, can the players predict how long 10 mile journey on typical roads will take? How about how long a ritual will take to cast? Or going to the point of absurdity, can they even how long it will take to make an attack?</p></blockquote><p></p>
[QUOTE="chriton227, post: 6566375, member: 33263"] I'm sorry, but to me saying that the rests should be "A or B depending" is like saying in real life that sometimes you can get a good night's sleep in an hour, sometimes it takes 8 hours, and sometimes it takes 36 hours, all based on what is currently scheduled on your calendar. If the party has someplace safe and secure where they can rest uninterrupted, the rest should take a predictable amount of time and should have predictable results regardless of what adventure schedule the DM is trying to impose on the players. If you don't like the effects of a short or long rest, that's fine, just house rule the changes and inform your players, but be consistent and inform your players in advance. If the changes you need are too big to comfortably apply as a house rule, then find a system that fits what you are trying to portray better. Something like FATE has a situational narrative approach to removing consequences that sounds more like what you are going for, where removing or downgrading consequences is based on reaching story milestones, not time on a clock; something like Shadowrun has a very codified approach to healing over time where more severe wounds take exponentially longer to heal - a single box light wound might heal within hours but a 10 box deadly wound might take weeks or months just to drop to the serious category. The players rely on the rules to help them understand how the game world works, if the GM is changing basic rules on a whim, the players may start to expect the GM will change anything on a whim, making it pointless to even have rules. If a rest takes an unpredictable amount of time, can the players predict how long 10 mile journey on typical roads will take? How about how long a ritual will take to cast? Or going to the point of absurdity, can they even how long it will take to make an attack? [/QUOTE]
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How has 5e solved the Wand of CLW problem?
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