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General Tabletop Discussion
*Dungeons & Dragons
Making Every Class "Short Rest"-based?
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<blockquote data-quote="Composer99" data-source="post: 8508369" data-attributes="member: 7030042"><p>I'm voting other. I'm inclined to say that most low-level abilities should refresh on a short or long rest basis, and then abilities in tier 3 and 4 should refresh on a long rest basis; with this refresh schedule being more or less uniform.</p><p></p><p>My thinking here is that ideally the game is agnostic to pacing - if a table plays a fifteen-minute-workday and another table routinely plays twelve-encounter-day meatgrinders and another table plays adventure days that vary widely between them, a more-or-less uniform recovery schedule can accommodate any of these styles more easily than discrepant recovery schedules can. Likewise, this agnosticism makes using variant rules - say, longer rest periods for a grittier game or shorter ones for a more heroic one - easier to dial up or down.</p><p></p><p>If one were to implement a more uniform schedule based on short or long rests, it might be desirable to have a "strategic"/daily resource that is expended to fuel short-rest recovery. The number of these available could be dialed up or down depending on how heroic or down-to-earth you want the game to be.</p><p></p><p>(Suffice to say I'm not particularly concerned about this pacing/recovery mechanic resembling, or not resembling, 4e.)</p><p></p><p>Alternately, either a completely uniform short/long or long rest would be satisfactory. As long as (a) the game is agnostic to pacing and (b) it's easier to tinker with pacing to hit your table's desired playstyle.</p></blockquote><p></p>
[QUOTE="Composer99, post: 8508369, member: 7030042"] I'm voting other. I'm inclined to say that most low-level abilities should refresh on a short or long rest basis, and then abilities in tier 3 and 4 should refresh on a long rest basis; with this refresh schedule being more or less uniform. My thinking here is that ideally the game is agnostic to pacing - if a table plays a fifteen-minute-workday and another table routinely plays twelve-encounter-day meatgrinders and another table plays adventure days that vary widely between them, a more-or-less uniform recovery schedule can accommodate any of these styles more easily than discrepant recovery schedules can. Likewise, this agnosticism makes using variant rules - say, longer rest periods for a grittier game or shorter ones for a more heroic one - easier to dial up or down. If one were to implement a more uniform schedule based on short or long rests, it might be desirable to have a "strategic"/daily resource that is expended to fuel short-rest recovery. The number of these available could be dialed up or down depending on how heroic or down-to-earth you want the game to be. (Suffice to say I'm not particularly concerned about this pacing/recovery mechanic resembling, or not resembling, 4e.) Alternately, either a completely uniform short/long or long rest would be satisfactory. As long as (a) the game is agnostic to pacing and (b) it's easier to tinker with pacing to hit your table's desired playstyle. [/QUOTE]
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Making Every Class "Short Rest"-based?
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