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<blockquote data-quote="clearstream" data-source="post: 7949506" data-attributes="member: 71699"><p>Of course a group must go with their preferences. Mechanically, depending on the party composition, longer healing times might be countered to some extent by more frequent ability refreshes. There could be no immediate concern with that, unless a DM is also envisioning that NPCs are making the most effective use of the rules that they can. I know some DMs prefer to say that PCs are an exception, which relieves them of needing to think about how what works for PCs might work for NPCs. I go the other way: what works for PCs most certainly also works for NPCs. So I have to think more about all comps, and not just the one to hand in my current party.</p><p></p><p>Features I like about my version include</p><ol> <li data-xf-list-type="ol">When the party are travelling on a scale of weeks or months, the pacing of encounters to recuperation is different from that in a dungeon. So with in mind the DMG guidance (and my own experience) of the ratio of encounters to rests in terms of attrition of party resources, I find the game is more in line with that and flows very naturally if the evening rests effectively become Short Rests.</li> <li data-xf-list-type="ol">I tried the DMG guidance on Long Rests, but found that it puts them out of kilter with the frequency of Short Rests, which in turn pushes mechanically-minded players toward classes that are relatively better if there are more Short Rests per Long rest. Therefore I shortened the DMG version to 3 days.</li> <li data-xf-list-type="ol">But this all meant there was a gap when it came to spending HD, as pacing that out over days feels a little too infrequent. Hence the Breather, which I stole from someone else (can't remember who). My innovation (or clarification) was simply to show how rests could fold into the next longer version.</li> <li data-xf-list-type="ol">A really good consequence of less frequent Long Rests is on the big spells that have campaign implications, like any spell that feels like it should have a pronounced impact on the economy or the conduct of war, or a strong political effect. It paces those out more over a year so that the large scale situation is less volatile.</li> </ol></blockquote><p></p>
[QUOTE="clearstream, post: 7949506, member: 71699"] Of course a group must go with their preferences. Mechanically, depending on the party composition, longer healing times might be countered to some extent by more frequent ability refreshes. There could be no immediate concern with that, unless a DM is also envisioning that NPCs are making the most effective use of the rules that they can. I know some DMs prefer to say that PCs are an exception, which relieves them of needing to think about how what works for PCs might work for NPCs. I go the other way: what works for PCs most certainly also works for NPCs. So I have to think more about all comps, and not just the one to hand in my current party. Features I like about my version include [LIST=1] [*]When the party are travelling on a scale of weeks or months, the pacing of encounters to recuperation is different from that in a dungeon. So with in mind the DMG guidance (and my own experience) of the ratio of encounters to rests in terms of attrition of party resources, I find the game is more in line with that and flows very naturally if the evening rests effectively become Short Rests. [*]I tried the DMG guidance on Long Rests, but found that it puts them out of kilter with the frequency of Short Rests, which in turn pushes mechanically-minded players toward classes that are relatively better if there are more Short Rests per Long rest. Therefore I shortened the DMG version to 3 days. [*]But this all meant there was a gap when it came to spending HD, as pacing that out over days feels a little too infrequent. Hence the Breather, which I stole from someone else (can't remember who). My innovation (or clarification) was simply to show how rests could fold into the next longer version. [*]A really good consequence of less frequent Long Rests is on the big spells that have campaign implications, like any spell that feels like it should have a pronounced impact on the economy or the conduct of war, or a strong political effect. It paces those out more over a year so that the large scale situation is less volatile. [/LIST] [/QUOTE]
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