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Limiting Short Rests to 2x/day
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<blockquote data-quote="Emberashh" data-source="post: 9133387" data-attributes="member: 7040941"><p>Potions don't replace Survival mechanics.</p><p></p><p>Until they do, at which point now its a question of interesting trade offs. If such a potion were to exist in my system, itd stop you passively losing Energy dice, but you'd also not be able to gain any back for the duration.</p><p></p><p>That then presents the question of when such a potion is useful. My first thought is trying to travel overland through the Night. Certainly saves time, and the potion counteracts the consequence of doing so, but now theres a new consequence, and now you have to wonder if its worth it to risk the Nightly travel when the MacGuffin Wraiths are after you and they're liable to smack you hard if they catch you. Do you give up the relative safety of the Ideal Campsite you've discovered, or do you trade the risk of a mad dash through the Night for more time Holdo Saggins to heal from being stabbed?</p><p></p><p>You don't really get all those interesting questions off Rests alone, which is what Im getting at about going for something that allows for more meaningful content, and the interesting parts of that hypothetical scenario wouldn't work if you conflated the "I don't need sleep" widget with the "I can actually fight" widget, when in truth the two widgets should be two cogs in a proverbial machine, interrelated but not the same function.</p><p></p><p>And in a broader meta sense, Potions also have a valuable property in allowing for Survival itself to be fully optional.</p><p></p><p>All this arguing over how long Rests should be is, imo, just haggling over how much Survival we're going to allow affect the game, when Survival in DND is (and always has been and still is in the bulk of all TTRPGs) a poorly integrated system that doesn't incentivize engaging with it.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9133387, member: 7040941"] Potions don't replace Survival mechanics. Until they do, at which point now its a question of interesting trade offs. If such a potion were to exist in my system, itd stop you passively losing Energy dice, but you'd also not be able to gain any back for the duration. That then presents the question of when such a potion is useful. My first thought is trying to travel overland through the Night. Certainly saves time, and the potion counteracts the consequence of doing so, but now theres a new consequence, and now you have to wonder if its worth it to risk the Nightly travel when the MacGuffin Wraiths are after you and they're liable to smack you hard if they catch you. Do you give up the relative safety of the Ideal Campsite you've discovered, or do you trade the risk of a mad dash through the Night for more time Holdo Saggins to heal from being stabbed? You don't really get all those interesting questions off Rests alone, which is what Im getting at about going for something that allows for more meaningful content, and the interesting parts of that hypothetical scenario wouldn't work if you conflated the "I don't need sleep" widget with the "I can actually fight" widget, when in truth the two widgets should be two cogs in a proverbial machine, interrelated but not the same function. And in a broader meta sense, Potions also have a valuable property in allowing for Survival itself to be fully optional. All this arguing over how long Rests should be is, imo, just haggling over how much Survival we're going to allow affect the game, when Survival in DND is (and always has been and still is in the bulk of all TTRPGs) a poorly integrated system that doesn't incentivize engaging with it. [/QUOTE]
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