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How many encounters per day is YOUR average?
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<blockquote data-quote="S'mon" data-source="post: 8407049" data-attributes="member: 463"><p>I tried that, but it gives Monks an insane amount of Ki to nova with against the BBEG. I finally fixed things like this for eg my oldschool sandbox Faerun Adventures:</p><p></p><p><strong><em>Long Rest</em></strong><em>: a full Long Rest normally takes <strong>1 week</strong>, and restores all Hit Dice. Typical adventurer upkeep/subsistence cost is 1gp/day, 7gp/week. Resting overnight for at least 8 hours may restore some hit points, typically 1 hp per level. Salubrious resting in quarters such as a comfortable private room for at least 12 hours may add +1 to this recovery rate, to 2 hp/level.</em></p><p><em>Typically, adventurers go on a 'delve' of up to 6-8 encounters in one day, then return to their base to rest and recuperate for about a week, before setting out again.</em></p><p><em></em></p><p><em><strong>Short Rests</strong> take 1 hour, but any one short rest ability recovery (eg Second Wind or Ki points) is capped at 3 times per day.</em></p><p></p><p>For my new mythic-fantasy Odyssey of the Dragonlords game:</p><p></p><p><strong><em>Rests</em></strong></p><p><em><strong>Short Rest </strong>takes <strong>10 minutes</strong>. A Short Rest resource (Battlemaster Superiority Dice, Monk Ki, Warlock spell slots, etc) may be restored at most 3 times per day.</em></p><p><em><strong>Long Rest </strong>takes<strong> 5 Days</strong> in the wilderness or on a ship deck, <strong>4 Days</strong> in poor habitation such as an inn common room, <strong>3 Days</strong> at a shared inn room, ship cabin or similar, <strong>2 Days</strong> at a luxury inn room, palace chamber, or temple refuge. A Long Rest restores all hit dice. </em></p><p><em>A comfortable overnight rest restores 1 level of Exhaustion and 2 hp per level (classed character), or 1 hp per hit die (unclassed).</em></p><p></p><p>Basically, I keep Short Rests largely unchanged so they can work as intended during a dungeon delve - the recovery cap is mostly just to prevent exploits like Battlemaster taking multiple SRs at the start of every day to max out temp hp allocations, or all Fighters free Second Winding back to full hp. Whereas restricting Long Rests has many beneficial (for me) effects, like enabling 6-8 fights (sometimes!) between long rests, and preventing Tiny Huts or Rope Tricks being used for at-will Long Resting. I like the desperation of worrying about resource depletion, and I like Barbarians not always Raging every fight, which IME is vital to balance them vs Fighters.</p></blockquote><p></p>
[QUOTE="S'mon, post: 8407049, member: 463"] I tried that, but it gives Monks an insane amount of Ki to nova with against the BBEG. I finally fixed things like this for eg my oldschool sandbox Faerun Adventures: [B][I]Long Rest[/I][/B][I]: a full Long Rest normally takes [B]1 week[/B], and restores all Hit Dice. Typical adventurer upkeep/subsistence cost is 1gp/day, 7gp/week. Resting overnight for at least 8 hours may restore some hit points, typically 1 hp per level. Salubrious resting in quarters such as a comfortable private room for at least 12 hours may add +1 to this recovery rate, to 2 hp/level. Typically, adventurers go on a 'delve' of up to 6-8 encounters in one day, then return to their base to rest and recuperate for about a week, before setting out again. [B]Short Rests[/B] take 1 hour, but any one short rest ability recovery (eg Second Wind or Ki points) is capped at 3 times per day.[/I] For my new mythic-fantasy Odyssey of the Dragonlords game: [B][I]Rests[/I][/B] [I][B]Short Rest [/B]takes [B]10 minutes[/B]. A Short Rest resource (Battlemaster Superiority Dice, Monk Ki, Warlock spell slots, etc) may be restored at most 3 times per day. [B]Long Rest [/B]takes[B] 5 Days[/B] in the wilderness or on a ship deck, [B]4 Days[/B] in poor habitation such as an inn common room, [B]3 Days[/B] at a shared inn room, ship cabin or similar, [B]2 Days[/B] at a luxury inn room, palace chamber, or temple refuge. A Long Rest restores all hit dice. A comfortable overnight rest restores 1 level of Exhaustion and 2 hp per level (classed character), or 1 hp per hit die (unclassed).[/I] Basically, I keep Short Rests largely unchanged so they can work as intended during a dungeon delve - the recovery cap is mostly just to prevent exploits like Battlemaster taking multiple SRs at the start of every day to max out temp hp allocations, or all Fighters free Second Winding back to full hp. Whereas restricting Long Rests has many beneficial (for me) effects, like enabling 6-8 fights (sometimes!) between long rests, and preventing Tiny Huts or Rope Tricks being used for at-will Long Resting. I like the desperation of worrying about resource depletion, and I like Barbarians not always Raging every fight, which IME is vital to balance them vs Fighters. [/QUOTE]
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