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Long Rest is a Problem
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<blockquote data-quote="Mistwell" data-source="post: 6164474" data-attributes="member: 2525"><p>I've outlined the reasons why this is not the best option. I'll repeat them here:</p><p></p><p>1) Published adventures should be set to a default assumption that can be tweaked in either direction (assuming the party has more hit points, or less hit points). By setting the default at maximum, you can only house-rule in one direction, making it harder to house rule the adventure to adjust to your rule. In addition, as WOTC appears to plan to "stat out" 1e modules for D&D Next, and 1e definitely did not assume PCs were at maximum, they will out-the-gate have a much bigger issue with their existing published adventure support than necessary.</p><p></p><p>2) Culturally, the assumption that a party is at max hit points every day without fail is a cultural change for the game. Most versions of the game did not do this. In the very least, some limited resource had to be expended to heal to max without fail every day, be it a spell, a healing power, or whatever resource was used. There is no reason for that cultural change in the game, as it decreased the shared experience between unrelated players of the game, and the relatedness to prior editions, with no appreciable benefit.</p><p></p><p>In sum, it's a heck of a lot easier to set the default assumption to at least POSSIBLE less than max (and houserule up or down from there if needed), than it is to set the assumption at maximum. Setting it at an extreme rather than somewhere between extremes makes for a lot more commonality between players, and for published adventures (both old ones, and future ones).</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6164474, member: 2525"] I've outlined the reasons why this is not the best option. I'll repeat them here: 1) Published adventures should be set to a default assumption that can be tweaked in either direction (assuming the party has more hit points, or less hit points). By setting the default at maximum, you can only house-rule in one direction, making it harder to house rule the adventure to adjust to your rule. In addition, as WOTC appears to plan to "stat out" 1e modules for D&D Next, and 1e definitely did not assume PCs were at maximum, they will out-the-gate have a much bigger issue with their existing published adventure support than necessary. 2) Culturally, the assumption that a party is at max hit points every day without fail is a cultural change for the game. Most versions of the game did not do this. In the very least, some limited resource had to be expended to heal to max without fail every day, be it a spell, a healing power, or whatever resource was used. There is no reason for that cultural change in the game, as it decreased the shared experience between unrelated players of the game, and the relatedness to prior editions, with no appreciable benefit. In sum, it's a heck of a lot easier to set the default assumption to at least POSSIBLE less than max (and houserule up or down from there if needed), than it is to set the assumption at maximum. Setting it at an extreme rather than somewhere between extremes makes for a lot more commonality between players, and for published adventures (both old ones, and future ones). [/QUOTE]
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