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Long Rest is a Problem
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<blockquote data-quote="ExploderWizard" data-source="post: 6164770" data-attributes="member: 66434"><p>The "slowing down play" refrain when referring to slower natural healing is a very telling reflection of playstyle. It brings to mind the notion that exploration and adventure are impossible unless the day is begun at full HP, and that "adventure" involves just a string of fixed combat encounters that exist just to test your tactical resource management skills. </p><p></p><p>IMHO the healing rate greatly affects playstyle. The 15 minute workday is just a condensed version of the heal daily workday. If the PCs begin each day fully topped off it just incentivises them to view themselves as hammers and every adventure opportunity as a nail. Each part of an adventure is a decision point for the players. Decisions are made based on goals, available resources, and current condition. If being topped off in the morning is a given, then the ony worry is survival for the immediate threat. The decision to just kick some ass and plow through obstacles is a no brainer if all resources are tactical. There is no long term strategy to have to consider. Combat is sport and you only have to hold out until the final buzzer. Once you hit the locker room its a new game. </p><p></p><p>There is more thinking involved in the play process when we add a halftime. The game isn't over when the players get to the locker room every time. Sometimes, bit battered and bruised, they need to play the 2nd half. </p><p>Back in the old days, adventuring didn't stop because someone was down hit points. Decisions were made with care and combat was something to try and avoid but the adventure continued. Sure it makes sense to retreat if the whole party is banged up and low on resources but having set encounters expecting full resources is kind of the definition of <em>asking</em> for the 15 minute workday.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6164770, member: 66434"] The "slowing down play" refrain when referring to slower natural healing is a very telling reflection of playstyle. It brings to mind the notion that exploration and adventure are impossible unless the day is begun at full HP, and that "adventure" involves just a string of fixed combat encounters that exist just to test your tactical resource management skills. IMHO the healing rate greatly affects playstyle. The 15 minute workday is just a condensed version of the heal daily workday. If the PCs begin each day fully topped off it just incentivises them to view themselves as hammers and every adventure opportunity as a nail. Each part of an adventure is a decision point for the players. Decisions are made based on goals, available resources, and current condition. If being topped off in the morning is a given, then the ony worry is survival for the immediate threat. The decision to just kick some ass and plow through obstacles is a no brainer if all resources are tactical. There is no long term strategy to have to consider. Combat is sport and you only have to hold out until the final buzzer. Once you hit the locker room its a new game. There is more thinking involved in the play process when we add a halftime. The game isn't over when the players get to the locker room every time. Sometimes, bit battered and bruised, they need to play the 2nd half. Back in the old days, adventuring didn't stop because someone was down hit points. Decisions were made with care and combat was something to try and avoid but the adventure continued. Sure it makes sense to retreat if the whole party is banged up and low on resources but having set encounters expecting full resources is kind of the definition of [I]asking[/I] for the 15 minute workday. [/QUOTE]
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