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<blockquote data-quote="Li Shenron" data-source="post: 6293246" data-attributes="member: 1465"><p>My understanding was that downtime activities don't have strict rules and don't involve random rolls by default (tho the DM can always add them), but instead are guidelines/suggestions for DM and players, about what their PC might be doing during that time: crafting items, fostering good relationship with an important NPC or organization, running a business, retrieving specific information etc.</p><p></p><p>I think this will be mostly about getting narrative benefits. Crafting items of course means you end up with the item, but presumably it'll have at least other costs.</p><p></p><p></p><p></p><p>Something immediately caught my attention when Mearls gave the example that someone may dial short rest to 8 hours and long rest to one week...</p><p></p><p>Many DMs may want to have such long extended rest <em>for the purpose of natural healing</em>, if they want to describe HP and damage as mostly physical wounds, and want more realistic natural healing rates to match.</p><p></p><p>OTOH extended rest also means refreshing spells and other daily abilities, which then becomes weekly abilities. This has a HUGE effect on adventure pacing!</p><p></p><p>I would definitely be interesting in trying out a game like that, where you have to save your spells or rage etc. for days to come! But clearly, nearly every gaming would find such an idea too weird and hard to play (with the added weirdness that you get ALL spell slots on the last day, while gradually would feel more understandable). </p><p></p><p>Therefore probably just dialing extended rest to be multiple days will be problematic, unless you dial it only with relation to natural healing, but still keep daily abilities per day, as usual.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6293246, member: 1465"] My understanding was that downtime activities don't have strict rules and don't involve random rolls by default (tho the DM can always add them), but instead are guidelines/suggestions for DM and players, about what their PC might be doing during that time: crafting items, fostering good relationship with an important NPC or organization, running a business, retrieving specific information etc. I think this will be mostly about getting narrative benefits. Crafting items of course means you end up with the item, but presumably it'll have at least other costs. Something immediately caught my attention when Mearls gave the example that someone may dial short rest to 8 hours and long rest to one week... Many DMs may want to have such long extended rest [I]for the purpose of natural healing[/I], if they want to describe HP and damage as mostly physical wounds, and want more realistic natural healing rates to match. OTOH extended rest also means refreshing spells and other daily abilities, which then becomes weekly abilities. This has a HUGE effect on adventure pacing! I would definitely be interesting in trying out a game like that, where you have to save your spells or rage etc. for days to come! But clearly, nearly every gaming would find such an idea too weird and hard to play (with the added weirdness that you get ALL spell slots on the last day, while gradually would feel more understandable). Therefore probably just dialing extended rest to be multiple days will be problematic, unless you dial it only with relation to natural healing, but still keep daily abilities per day, as usual. [/QUOTE]
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