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General Tabletop Discussion
*Dungeons & Dragons
Lets talk about getting rid of "recover all spell slots on a long rest"
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<blockquote data-quote="Ashrym" data-source="post: 7927096" data-attributes="member: 6750235"><p>It seems like the desired effect would be the same with a variant rest rule but with less tracking. Using the 1 week long rest and 1 day short rest changes the recovery rate a lot.</p><p></p><p></p><p></p><p>It seems like a more complex method of my simple "tell the party when they benefit from a rest method".</p><p></p><p>"Taking a rest" is no different from players taking any other action. The action is taken and the DM determines success or failure and results.</p><p></p><p>What happens is spells designed to enable rest suddenly become more prominent. Not allowing those spells to give rest arbitrarily by area the group is in makes them lose value and possibly worthless.</p><p></p><p></p><p></p><p>This makes more sense to me. Harder encounters, time based waves in a combat or timeline encounter flow, and running against the clock create incentive not to blow all their resources plannibg to rest.</p><p></p><p>This is true whether a DM uses those tactics or not once players learn they can fail the quest by succeeding at taking time out to rest. They key is creating the awareness that resting creates risks, not just benefits.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7927096, member: 6750235"] It seems like the desired effect would be the same with a variant rest rule but with less tracking. Using the 1 week long rest and 1 day short rest changes the recovery rate a lot. It seems like a more complex method of my simple "tell the party when they benefit from a rest method". "Taking a rest" is no different from players taking any other action. The action is taken and the DM determines success or failure and results. What happens is spells designed to enable rest suddenly become more prominent. Not allowing those spells to give rest arbitrarily by area the group is in makes them lose value and possibly worthless. This makes more sense to me. Harder encounters, time based waves in a combat or timeline encounter flow, and running against the clock create incentive not to blow all their resources plannibg to rest. This is true whether a DM uses those tactics or not once players learn they can fail the quest by succeeding at taking time out to rest. They key is creating the awareness that resting creates risks, not just benefits. [/QUOTE]
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Community
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Lets talk about getting rid of "recover all spell slots on a long rest"
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