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<blockquote data-quote="Prakriti" data-source="post: 7066625" data-attributes="member: 6855149"><p>People say this, but I don't think it's actually true. In any case, if you're really worried about it, you can always keep short rests for resource management purposes. Just remove hit-dice, so short rests are only for regaining ki, superiority dice, etc.</p><p></p><p></p><p>It worked for over three editions. And in any case, reserving all of one's spell slots for healing was never optimal. There were and are all kinds of ways to mitigate damage, including buffing, scouting with Scrying or Clairvoyance, avoiding traps with Augury or Divination, interrogating enemies with Zone of Truth, interrogating dead enemies with Speak with the Dead, bypassing obstacles with Stone Shape, and killing one's enemies before they kill you (sometimes the best defense is offense).</p><p></p><p>AD&D's rest rules meant that one's choices were <em>more consequential</em>. A small trap had a lasting impact. That 2d10 damage stayed with you until you spent resources (usually a spell slot) to take care of it. Tomb of Horrors and other old-school adventures were written with that in mind. It was a game of attrition and resource management. Use your resources wisely and limp to the finish line. There was no reset button, as there is now.</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7066625, member: 6855149"] People say this, but I don't think it's actually true. In any case, if you're really worried about it, you can always keep short rests for resource management purposes. Just remove hit-dice, so short rests are only for regaining ki, superiority dice, etc. It worked for over three editions. And in any case, reserving all of one's spell slots for healing was never optimal. There were and are all kinds of ways to mitigate damage, including buffing, scouting with Scrying or Clairvoyance, avoiding traps with Augury or Divination, interrogating enemies with Zone of Truth, interrogating dead enemies with Speak with the Dead, bypassing obstacles with Stone Shape, and killing one's enemies before they kill you (sometimes the best defense is offense). AD&D's rest rules meant that one's choices were [I]more consequential[/I]. A small trap had a lasting impact. That 2d10 damage stayed with you until you spent resources (usually a spell slot) to take care of it. Tomb of Horrors and other old-school adventures were written with that in mind. It was a game of attrition and resource management. Use your resources wisely and limp to the finish line. There was no reset button, as there is now. [/QUOTE]
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