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General Tabletop Discussion
*Dungeons & Dragons
Instantaneous Short Rest; a rest variant inspired by 4e and Dark Soul's RPG
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<blockquote data-quote="NotAYakk" data-source="post: 8745611" data-attributes="member: 72555"><p>Things this doesn't support well, but I would prefer if it did:</p><p></p><p>* Fights with phases. Ie, imagine you get in a fight with rats. You choose to save HD and only roll a few. Then, baboom, WERERATS RIDING DIRE RATS ARRIVE.</p><p></p><p>As written, either the DM has to decide "new fight!" or the existence of a trivial pre-fight makes the post-fight harder for no good narrative reason.</p><p></p><p>The first is one of my common problems with "instant" short rests and the like; the resource regain becomes DM fiat, not player character interacting with universe fiction. And resource regain is insanely powerful. So the fate of the PCs is out of the Player's control in a really huge and obvious fashion, which steals narrative control from players.</p><p></p><p>I've seen this happen with similar systems, and I see it happening here. They are playing a "read DM's mind" game every time initiative occurs; guess wrong, and you get screwed. And it isn't even reading the DM's world -- is the DM's mind they have to read.</p><p></p><p>* There are short rest abilities that are not combat based. There are dramatic situations that aren't combat based. This doesn't handle either one well. It requires a game where most of the game is "combat" and "short bits between fights" from what I can tell.</p><p></p><p>* The surprise case is insanely harsh for short-rest based PCs. They will tend to spend their SR resources in a fight, as they expect to get them back; when surprised, all short-rest classes end up holding the idiot ball. Unless it is the first fight after a night's rest, in which case they are infinitely more competent when surprised. Sort of WTF BBQ.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8745611, member: 72555"] Things this doesn't support well, but I would prefer if it did: * Fights with phases. Ie, imagine you get in a fight with rats. You choose to save HD and only roll a few. Then, baboom, WERERATS RIDING DIRE RATS ARRIVE. As written, either the DM has to decide "new fight!" or the existence of a trivial pre-fight makes the post-fight harder for no good narrative reason. The first is one of my common problems with "instant" short rests and the like; the resource regain becomes DM fiat, not player character interacting with universe fiction. And resource regain is insanely powerful. So the fate of the PCs is out of the Player's control in a really huge and obvious fashion, which steals narrative control from players. I've seen this happen with similar systems, and I see it happening here. They are playing a "read DM's mind" game every time initiative occurs; guess wrong, and you get screwed. And it isn't even reading the DM's world -- is the DM's mind they have to read. * There are short rest abilities that are not combat based. There are dramatic situations that aren't combat based. This doesn't handle either one well. It requires a game where most of the game is "combat" and "short bits between fights" from what I can tell. * The surprise case is insanely harsh for short-rest based PCs. They will tend to spend their SR resources in a fight, as they expect to get them back; when surprised, all short-rest classes end up holding the idiot ball. Unless it is the first fight after a night's rest, in which case they are infinitely more competent when surprised. Sort of WTF BBQ. [/QUOTE]
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Instantaneous Short Rest; a rest variant inspired by 4e and Dark Soul's RPG
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