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Long Rest is a Problem
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<blockquote data-quote="humble minion" data-source="post: 8060093" data-attributes="member: 5948"><p>I ran a long-term d20 Star Wars game (for my sins...) and in my experience this really didn't work as well as it would seem on paper (although some of the reasons for this were due to interaction with other, more serious problems in the d20 Star Wars system which are a tear- and whiskey-stained rant for another day...)</p><p></p><p>Main problem was that it reduced everyone to crit-fishing. I did somewhat see this coming, so i pre-emptively banned every character option (feats etc) that increased threat ranges, but there's only so much you can do. Of course crit ranges were a lot more varied in d20 than 5e, but if i had to guess, in a system like this we'd see chamption fighters become MUCH more potent due to the increased crit ranges they get, and monks/multiweapon fighters as well, because they can run a strategy of spamming out as many attacks as possible just to hunt for that 20 (because with 5e you no longer have to roll to confirm the crit after the initial attack roll, which was one restraint on this under d20). And of course there's spellcasting - area effect damage wasn't such a big deal in Star Wars (grenades sucked!), but it certainly is in 5e for most casters. Do you have a mechanism for, say, critical spell hits on natural 1 saves? But if so, that heavily boosts certain character types (evokers and Light clerics, for example) which has a flow-on effect to the balance of all other casters, unless you apply it to ALL spells, but how does that even work for non-hp spells like, I dunno, Ray of Enfeeblement? Higher-level Warlocks spamming Eldritch Blast would be brutal, just so many attack rolls! If you design a system around VP/WP it could probably work, but as a plug-and-play into an existing system, there's all sorts of potential traps.</p><p></p><p>I'm finding the 5e 'complete overnight recovery from everything' paradigm a bit too generous for my taste as well, to be honest, but i'm not sure tacking a VP/WP subsystem on to the current 5e system is the way to go. But conversely I don't want PCs out of action for nine months of game time while their ruptured achilles tendon heals at a realistic timeframe. If i had to come up with a system off the top of my head, I'd go with complete recovery of all hit dice after a long rest, but no automatic healing. Plus if a PC goes down to 0 hp at any point, on recovery they gain the 'wounded' condition. 'Wounded' might do something like impose 1d4 levels of exhaustion that stick around regardless of rest until 1d6 days has elapsed or until the PC has recovered to their full hit point total AND received additional magical healing on top of that equal to their hit point maximum.</p><p></p><p>edit: paladins would be another class that'd enjoy VP/WP, because applying smite to an attack once you know you've already rolled a 20 would turn 'serious injury' into 'giblets everywhere'. Especially polearm/sentinel paladins, who are optimised to spam out a lot of attacks even at relatively moderate level - they'd be prime crit-fishers. Nobody cares if your glaive-butt attack only causes d4 damage when that goes straight to wounds and you can stack 3d8 extra on top of it with Divine Smite...</p></blockquote><p></p>
[QUOTE="humble minion, post: 8060093, member: 5948"] I ran a long-term d20 Star Wars game (for my sins...) and in my experience this really didn't work as well as it would seem on paper (although some of the reasons for this were due to interaction with other, more serious problems in the d20 Star Wars system which are a tear- and whiskey-stained rant for another day...) Main problem was that it reduced everyone to crit-fishing. I did somewhat see this coming, so i pre-emptively banned every character option (feats etc) that increased threat ranges, but there's only so much you can do. Of course crit ranges were a lot more varied in d20 than 5e, but if i had to guess, in a system like this we'd see chamption fighters become MUCH more potent due to the increased crit ranges they get, and monks/multiweapon fighters as well, because they can run a strategy of spamming out as many attacks as possible just to hunt for that 20 (because with 5e you no longer have to roll to confirm the crit after the initial attack roll, which was one restraint on this under d20). And of course there's spellcasting - area effect damage wasn't such a big deal in Star Wars (grenades sucked!), but it certainly is in 5e for most casters. Do you have a mechanism for, say, critical spell hits on natural 1 saves? But if so, that heavily boosts certain character types (evokers and Light clerics, for example) which has a flow-on effect to the balance of all other casters, unless you apply it to ALL spells, but how does that even work for non-hp spells like, I dunno, Ray of Enfeeblement? Higher-level Warlocks spamming Eldritch Blast would be brutal, just so many attack rolls! If you design a system around VP/WP it could probably work, but as a plug-and-play into an existing system, there's all sorts of potential traps. I'm finding the 5e 'complete overnight recovery from everything' paradigm a bit too generous for my taste as well, to be honest, but i'm not sure tacking a VP/WP subsystem on to the current 5e system is the way to go. But conversely I don't want PCs out of action for nine months of game time while their ruptured achilles tendon heals at a realistic timeframe. If i had to come up with a system off the top of my head, I'd go with complete recovery of all hit dice after a long rest, but no automatic healing. Plus if a PC goes down to 0 hp at any point, on recovery they gain the 'wounded' condition. 'Wounded' might do something like impose 1d4 levels of exhaustion that stick around regardless of rest until 1d6 days has elapsed or until the PC has recovered to their full hit point total AND received additional magical healing on top of that equal to their hit point maximum. edit: paladins would be another class that'd enjoy VP/WP, because applying smite to an attack once you know you've already rolled a 20 would turn 'serious injury' into 'giblets everywhere'. Especially polearm/sentinel paladins, who are optimised to spam out a lot of attacks even at relatively moderate level - they'd be prime crit-fishers. Nobody cares if your glaive-butt attack only causes d4 damage when that goes straight to wounds and you can stack 3d8 extra on top of it with Divine Smite... [/QUOTE]
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