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Long Rest is a Problem
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<blockquote data-quote="DEFCON 1" data-source="post: 8061080" data-attributes="member: 7006"><p>I mean, the big issue is that D&D is a game that is primarily abut combat. That's why 90% of a PC's stats and rules affect or are about their combat ability, and one of the three rulebooks is entirely about combat opponents (the Monster Manual). So the game is set up to allow players to play combat at normal efficiency from start to finish. That's why everyone in all editions have always done whatever it took to replenish their HP at the start of their "combat day" (not at the start of their next in-game day, but at the start of whatever next day the PCs go out on adventure).</p><p></p><p>So regardless of whatever rules a DM puts in to make the in-game "reality" somewhat "realistic"... players are never going to go along with it. They will do whatever it takes to ameliorate those rules. They will take however many long rests in a row to heal up. They will take an in-game "day off" so that the clerics and healers can blow their entire day's spell slots to heal everyone to full and then go out the next day. I mean this is exactly what players did in past editions all the time (except in instances where the DM "forced" the players to keep going while unhealed by piling on encounters before resting could be completed.) And this is why things like the Cure Light Wounds wand was a thing many 3E wizards would take the Craft Wand feat to make, so that the party <em>could</em> heal up at the end of the day before going to sleep. Because not a single player would ever want to start an adventuring day when a primary component of their game rules for one of the most important parts of the game were not starting from normal.</p><p></p><p>Would anyone want to play Monopoly when their opponents already had a half-dozen properties already owned? Of course not. So playing the D&D combat mini-game with less than full HP to start with was just as ridiculous. What's the point? Yeah, from the "story" point of view having "injuries" makes sense... but we know from ALL of the threads here on ENWorld about <em>game mechanics</em> and <em>game balancing</em> and <em>character power</em> that "story" is a massively distant second for everyone to the first place of a PC's focus, their character sheet-- again, which is 90% about combat. Thus trying to change game rules to put more a focus on "story" regarding injuries is pretty much a pointless endeavor.</p><p></p><p>And this is precisely why a 7 year old thread has not seen any "solution" in all that time. Because there is no solution. If anyone cared about "story" regarding in-game injuries it would have been solved. But it hasn't been, because players are 99.9% happy with playing the combat mini-game starting topped off, even if narratively it makes things a little wonky. They will take the wonky to play combat as it has been designed to be played.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8061080, member: 7006"] I mean, the big issue is that D&D is a game that is primarily abut combat. That's why 90% of a PC's stats and rules affect or are about their combat ability, and one of the three rulebooks is entirely about combat opponents (the Monster Manual). So the game is set up to allow players to play combat at normal efficiency from start to finish. That's why everyone in all editions have always done whatever it took to replenish their HP at the start of their "combat day" (not at the start of their next in-game day, but at the start of whatever next day the PCs go out on adventure). So regardless of whatever rules a DM puts in to make the in-game "reality" somewhat "realistic"... players are never going to go along with it. They will do whatever it takes to ameliorate those rules. They will take however many long rests in a row to heal up. They will take an in-game "day off" so that the clerics and healers can blow their entire day's spell slots to heal everyone to full and then go out the next day. I mean this is exactly what players did in past editions all the time (except in instances where the DM "forced" the players to keep going while unhealed by piling on encounters before resting could be completed.) And this is why things like the Cure Light Wounds wand was a thing many 3E wizards would take the Craft Wand feat to make, so that the party [I]could[/I] heal up at the end of the day before going to sleep. Because not a single player would ever want to start an adventuring day when a primary component of their game rules for one of the most important parts of the game were not starting from normal. Would anyone want to play Monopoly when their opponents already had a half-dozen properties already owned? Of course not. So playing the D&D combat mini-game with less than full HP to start with was just as ridiculous. What's the point? Yeah, from the "story" point of view having "injuries" makes sense... but we know from ALL of the threads here on ENWorld about [I]game mechanics[/I] and [I]game balancing[/I] and [I]character power[/I] that "story" is a massively distant second for everyone to the first place of a PC's focus, their character sheet-- again, which is 90% about combat. Thus trying to change game rules to put more a focus on "story" regarding injuries is pretty much a pointless endeavor. And this is precisely why a 7 year old thread has not seen any "solution" in all that time. Because there is no solution. If anyone cared about "story" regarding in-game injuries it would have been solved. But it hasn't been, because players are 99.9% happy with playing the combat mini-game starting topped off, even if narratively it makes things a little wonky. They will take the wonky to play combat as it has been designed to be played. [/QUOTE]
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