FrogReaver
The most respectful and polite poster ever
This thread is my solution to fix everyone's issues they have with the current rest mechanics. I'm going to start by listing the basic principles below. I'll explain why I think these are good principles and how I see a game playing out with them.
1. A full rest should only happen when you have an extended period of time to recuperate (maybe a week or month) in a hospitable setting link a city or inn .
2. All other rests whether short or long taken in the course of an adventure will not function the same as a full rest. These rests will only have a chance to restore some of your used abilities back and will not generally guarantee they recharge back to "full"
3. All classes need a chance to restore abilities at both long and short rests.
Why are these good principles?
1. A full rest is much harder to achieve. Currently a "long rest" is very similar to my "full rest" except a long rest happens overnight. Not much has time to change in a day "usually". However, there's much more narrative freedom for a DM when the players leave an area for at least a week or a month to fully recharge.
2. I think it's apparent why only some abilities are restored so I won't say much here. But why chance? Let's start with an example. Let's say I wasn't basing the recharge on chance but instead I would restore 50% of my abilities rounded up each long rest. Well, I now always recharge that ability to full every long rest. Recharging based on a chance eliminates this problem. It will also help me implement principle 3 much easier.
3. I like the difference between short rest and long rest as a choice. I like the difference in short rest and long rest classes as well. I don't propose on entirely eliminating that difference. It's just I think long rest classes get too little out of short rests to ever make them interested in taking one. Likewise, short rest classes get to little out of long rests to really consider them as worth it over a short rest. So for a long rest character I need to give some incentive for taking a short rest over a long rest. This is where probabilities come into play. I can tweak the chance to recharge whatever however I desire. So perhaps a long rest for the Wizard regains on average 60% of his abilities while a short rest only regains 10% on average. A fighter may regain 40% of his abilities on a long rest and 20% on a short rest. (These are just examples). This is jus to illustrate that fighter's and Wizards can value short or long rests differently as long as both get "enough" of a benefit out of both types of rests.
As a side effect of these rules it is easy to change how much gets recharged on a particular rest in bad conditions. For example, resting through a blizzard may be something the players try that gives disadvantage on the ability recharge checks they make to determine how much of their abilities they receive back (just an example).
Thoughts opinions?
1. A full rest should only happen when you have an extended period of time to recuperate (maybe a week or month) in a hospitable setting link a city or inn .
2. All other rests whether short or long taken in the course of an adventure will not function the same as a full rest. These rests will only have a chance to restore some of your used abilities back and will not generally guarantee they recharge back to "full"
3. All classes need a chance to restore abilities at both long and short rests.
Why are these good principles?
1. A full rest is much harder to achieve. Currently a "long rest" is very similar to my "full rest" except a long rest happens overnight. Not much has time to change in a day "usually". However, there's much more narrative freedom for a DM when the players leave an area for at least a week or a month to fully recharge.
2. I think it's apparent why only some abilities are restored so I won't say much here. But why chance? Let's start with an example. Let's say I wasn't basing the recharge on chance but instead I would restore 50% of my abilities rounded up each long rest. Well, I now always recharge that ability to full every long rest. Recharging based on a chance eliminates this problem. It will also help me implement principle 3 much easier.
3. I like the difference between short rest and long rest as a choice. I like the difference in short rest and long rest classes as well. I don't propose on entirely eliminating that difference. It's just I think long rest classes get too little out of short rests to ever make them interested in taking one. Likewise, short rest classes get to little out of long rests to really consider them as worth it over a short rest. So for a long rest character I need to give some incentive for taking a short rest over a long rest. This is where probabilities come into play. I can tweak the chance to recharge whatever however I desire. So perhaps a long rest for the Wizard regains on average 60% of his abilities while a short rest only regains 10% on average. A fighter may regain 40% of his abilities on a long rest and 20% on a short rest. (These are just examples). This is jus to illustrate that fighter's and Wizards can value short or long rests differently as long as both get "enough" of a benefit out of both types of rests.
As a side effect of these rules it is easy to change how much gets recharged on a particular rest in bad conditions. For example, resting through a blizzard may be something the players try that gives disadvantage on the ability recharge checks they make to determine how much of their abilities they receive back (just an example).
Thoughts opinions?