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General Tabletop Discussion
*Dungeons & Dragons
Long Rests vs Short Rests
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<blockquote data-quote="Bacon Bits" data-source="post: 8263149" data-attributes="member: 6777737"><p>I don't think the rest system should be solely responsible for controlling when players what to recover abilities.</p><p></p><p>The problem is that you should not be at peak performance at the end of a long rest and before you've engaged in any encounters. If the game wants to make resource management interesting, then players need to be <em>rewarded</em> for reaching encounter 6 or encounter 8. Casting a <em>fireball</em> in encounter 5 should be way better than doing it in encounter 1, or the rewards for completing encounter 5 should be higher than those from encounter 1.</p><p></p><p>We need to stop punishing players because they've recognized that they're at peak performance immediately after a long rest. It's not their fault that the game is designed that way. We need to fix the way encounters work across an adventuring day to fix that problem.</p><p></p><p>Edit: Dropped a word.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8263149, member: 6777737"] I don't think the rest system should be solely responsible for controlling when players what to recover abilities. The problem is that you should not be at peak performance at the end of a long rest and before you've engaged in any encounters. If the game wants to make resource management interesting, then players need to be [I]rewarded[/I] for reaching encounter 6 or encounter 8. Casting a [I]fireball[/I] in encounter 5 should be way better than doing it in encounter 1, or the rewards for completing encounter 5 should be higher than those from encounter 1. We need to stop punishing players because they've recognized that they're at peak performance immediately after a long rest. It's not their fault that the game is designed that way. We need to fix the way encounters work across an adventuring day to fix that problem. Edit: Dropped a word. [/QUOTE]
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Long Rests vs Short Rests
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