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Making Combat Mean Something [+]
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<blockquote data-quote="Flamestrike" data-source="post: 8934814" data-attributes="member: 6788736"><p>No, but the Gritty realism rest variant does that (or some variation on the above).</p><p></p><p>Your HP (and HD) are expected to last you 6-8 medium to hard encounters. Whether they're scattered out over the course of a month or a single day, doesnt matter.</p><p></p><p>But you could do that without forcing the players to choose between either playing a game of suck or encouraging the players to Long rest.</p><p></p><p>If you wanted to encourage teamwork, pushing on despite adversity, and not sucking, how does this sound (very rough idea):</p><p></p><p><strong>Rule</strong>: <em>Every time a PC is brought down to 0 HP, the DM receives 1d4 Doom Points. The DM can spend a Doom Point at any time to re-roll a dice roll and take the result of his choosing. If the Party complete the Adventure [as determined by the DM] and the DM has less than 3 Doom Points in his pool, the Party gain a bonus of [extra XP]. At the end of the adventure, Party Doom points reset to 0.</em></p><p><em></em></p><p><em>In addition, a PC can spend inspiration gained by Roleplaying to lower the Doom Point total by1. Finally, a Heroic act of teamwork by a Party member, in furtherance of the parties' goals in the Adventure, also lowers the total by 1.'</em></p><p></p><p>You've now got a mechanic that works to encourage the PCs to 'not go down, roleplay well and work together as a team' without encouraging them to Long rest (or have a sucky play experience).</p><p></p><p>That's one of many rules you could implement that works towards your goals, and that wont have the side effects (making it suck to play the game half the time, and encouraging the party to long rest)</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8934814, member: 6788736"] No, but the Gritty realism rest variant does that (or some variation on the above). Your HP (and HD) are expected to last you 6-8 medium to hard encounters. Whether they're scattered out over the course of a month or a single day, doesnt matter. But you could do that without forcing the players to choose between either playing a game of suck or encouraging the players to Long rest. If you wanted to encourage teamwork, pushing on despite adversity, and not sucking, how does this sound (very rough idea): [B]Rule[/B]: [I]Every time a PC is brought down to 0 HP, the DM receives 1d4 Doom Points. The DM can spend a Doom Point at any time to re-roll a dice roll and take the result of his choosing. If the Party complete the Adventure [as determined by the DM] and the DM has less than 3 Doom Points in his pool, the Party gain a bonus of [extra XP]. At the end of the adventure, Party Doom points reset to 0. In addition, a PC can spend inspiration gained by Roleplaying to lower the Doom Point total by1. Finally, a Heroic act of teamwork by a Party member, in furtherance of the parties' goals in the Adventure, also lowers the total by 1.'[/I] You've now got a mechanic that works to encourage the PCs to 'not go down, roleplay well and work together as a team' without encouraging them to Long rest (or have a sucky play experience). That's one of many rules you could implement that works towards your goals, and that wont have the side effects (making it suck to play the game half the time, and encouraging the party to long rest) [/QUOTE]
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