Maxperson
Morkus from Orkus
Although it really does depend on how you marinade the steak knife. If you let the steak knife sit in a teriyaki sauce long enough, it does get to a point where the steak knife becomes quite tender.![]()
Although it really does depend on how you marinade the steak knife. If you let the steak knife sit in a teriyaki sauce long enough, it does get to a point where the steak knife becomes quite tender.![]()
I'm not sure I see what you're objecting to. They have to eventually get a long rest.The problem is, that long rests give back 100% of spend ressources no matter what. So all challenge attrition gets reserted after a night's sleep.
You see, for me this is too far removed from the in game world. Like a meta timer.I'm not sure I see what you're objecting to. They have to eventually get a long rest.
If you make long rests a resource they gain after 18 rounds of combat and disconnect it from sleep, it solves all the problems with rests and balance.
That’s why I love OSE/OSR/Shadowdark etc old school styles. The team can’t really “Supernova” like they can in modern D&D.
You see it as a con, I see it as a pro.You see, for me this is too far removed from the in game world. Like a meta timer.
Not really. The longer the combat lasts, the more damage you take and the more resources you spend.It also incentivises sub-optimal combat behaviour. The longer you draw a fight out, the better.
It's not possible to design a game that gamers won't try to exploit. There's no perfect solution, only a series of compromises. To me, not having to deal with the constant fight between the game's busted mechanics and the fictional world is ideal. It's a game, so let it be a game.As long as you have a "get 100% of ressources back" button, players will find ways to push it, because it is the best strategy to do so.
that is only a problem if you do not gain some resources from not resting. I like how Draw Steel makes you stronger in combat if you do not rest while attrition comes from your health. So you have an incentive to not rest every chance you get but to push forward (and if timed right, you are at your strongest for the boss fight, but also at your most vulnerable / exhausted)The problem is, that long rests give back 100% of spend ressources no matter what. So all challenge attrition gets reserted after a night's sleep.
I’m pretty sure that when the majority of the adventure has one encounter per day, and one chapter has about eight, it averages out at about two per day.Not during the Hexcrawl, no, it would be weird to have a maximum adventure day in a Hexcrawl. But if you look to page 113 of ToA, the Temple Roster for the Fane of the Night Serpant is a solid example of precisely what I mean...and that is never the only example on ToA?
The Adventure Day is a maximum threshold, not a prescription for every day. When the narrative provides a reason that a party has to tackle something like the Fane od the Night Serpent in one go...they can, and it will be balanced.
I suspect that Monte Cook's idea is what was incorporated into the Cypher System. There is not so much Short Rest vs. Long Rest mechanic. Instead, every time you take the equivalent of a Rest to recover, it's longer before you can take the next one until finally you need the equivalent of a Long Rest.Or that people just don't want to play that way (with lots of filler encounters that exist basically for attrition).
One thing that would likely help is making a long rest more like stopping at Rivendell for an extended period and less like taking a nap.
Nobody is talking about an "average" day, but about the maximum day, yhsy would usually mean a stocked dungeon under time pressure.I’m pretty sure that when the majority of the adventure has one encounter per day, and one chapter has about eight, it averages out at about two per day.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.