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<blockquote data-quote="MNblockhead" data-source="post: 7120394" data-attributes="member: 6796661"><p>I wanted to do something similar when I started my campaign—though I was looking at alternate healing rules in the DMG—but I quickly decided to stick with the standard rules. I find that when you take a more "realistic" or "gritty" approach to rest and healing that you either hand wave the long periods or you bore the hell out of everyone except the one player that enjoy lengthy sidebar roleplaying encounters with nurses and townspeople. </p><p></p><p>Or everything becomes a slog. You'll have to go back to the days of bringing a small army of hirelings or let players play multiple characters to keep the party size big. Maybe you are looking for a more old-school resource management game instead of a story and character driven fantasy action film style of play. In that case, you may as well start giving XP for GP and enforce strict weight accounting and inventory management. </p><p></p><p>How fun would most action films be if they treated combat, injury, and recovery realistically. It can be done, but that just isn't in the DNA of DnD. You might find other game systems to be more appropriate for your play style, which could be more satisfying than re-designing DnD. Can't think of any such systems off the top of my head—I'd by unlikely to enjoy playing them. </p><p></p><p></p><p></p><p>Hope you are okay with nobody wanting to play a Wizard in your game. You've just nerfed them. </p><p></p><p></p><p></p><p>Make rests difficult to achieve through narrative devices. If you are in a dungeon complex, infiltrating heavily patrol enemy territory, or being pursued through the wilderness, it is really easy to make it very very difficult for the party to achieve even a short rest. </p><p></p><p>If the party has a big fight and you give them the opportunity to rest before the next encounter, why does it really matter how long it takes? You either let them rest or you don't. If you make the rest take a week or a month instead of a day and make them travel to a town or build up a proper camp to do so... either you handwave (with perhaps some boring random encounter rolls) it or you spend precious IRL game time on camp and travel minutiae. </p><p></p><p></p><p></p><p>Not apparent to me. If you are talking certain STR and CON based abilities, maybe. But why a Wizards spell-casting powers? If they are too fatigued for the mental rigors of preparing spells, why does that apply to the divine magic of clerics? Generally, your players are going to demand some game balance over realism. If you don't care about realism and just want to make things more challenging. There are plenty of ways to do so without rewriting the rules of the game. </p><p></p><p></p><p></p><p>I guess I'm not seeing a problem in need of elimination. </p><p></p><p></p><p></p><p>Given the choice, of course you'll want the long rest. You take short rests because you don't have a choice. Kinda like I would rather get a good night's sleep rather than a quick "power nap" but if I have a deadline I need to make by morning that won't get done if I get a full night's sleep, I'll settle for the nap.</p><p></p><p></p><p></p><p>This is a feature not a bug. I allows for diversity of play styles to better meat varying challenges. </p><p></p><p></p><p></p><p></p><p>60% of one's abilities? Get out the calculators. This is just too fiddly. I like 5e (and systems like Monte Cook's Cipher System) because it gets away from this kind of triviality. </p><p></p><p></p><p></p><p>It is like some trickster gnome got ahold of the Player's Handbook and make some "upgrades" such that resting mechanics are more complicated than combat.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7120394, member: 6796661"] I wanted to do something similar when I started my campaign—though I was looking at alternate healing rules in the DMG—but I quickly decided to stick with the standard rules. I find that when you take a more "realistic" or "gritty" approach to rest and healing that you either hand wave the long periods or you bore the hell out of everyone except the one player that enjoy lengthy sidebar roleplaying encounters with nurses and townspeople. Or everything becomes a slog. You'll have to go back to the days of bringing a small army of hirelings or let players play multiple characters to keep the party size big. Maybe you are looking for a more old-school resource management game instead of a story and character driven fantasy action film style of play. In that case, you may as well start giving XP for GP and enforce strict weight accounting and inventory management. How fun would most action films be if they treated combat, injury, and recovery realistically. It can be done, but that just isn't in the DNA of DnD. You might find other game systems to be more appropriate for your play style, which could be more satisfying than re-designing DnD. Can't think of any such systems off the top of my head—I'd by unlikely to enjoy playing them. Hope you are okay with nobody wanting to play a Wizard in your game. You've just nerfed them. Make rests difficult to achieve through narrative devices. If you are in a dungeon complex, infiltrating heavily patrol enemy territory, or being pursued through the wilderness, it is really easy to make it very very difficult for the party to achieve even a short rest. If the party has a big fight and you give them the opportunity to rest before the next encounter, why does it really matter how long it takes? You either let them rest or you don't. If you make the rest take a week or a month instead of a day and make them travel to a town or build up a proper camp to do so... either you handwave (with perhaps some boring random encounter rolls) it or you spend precious IRL game time on camp and travel minutiae. Not apparent to me. If you are talking certain STR and CON based abilities, maybe. But why a Wizards spell-casting powers? If they are too fatigued for the mental rigors of preparing spells, why does that apply to the divine magic of clerics? Generally, your players are going to demand some game balance over realism. If you don't care about realism and just want to make things more challenging. There are plenty of ways to do so without rewriting the rules of the game. I guess I'm not seeing a problem in need of elimination. Given the choice, of course you'll want the long rest. You take short rests because you don't have a choice. Kinda like I would rather get a good night's sleep rather than a quick "power nap" but if I have a deadline I need to make by morning that won't get done if I get a full night's sleep, I'll settle for the nap. This is a feature not a bug. I allows for diversity of play styles to better meat varying challenges. 60% of one's abilities? Get out the calculators. This is just too fiddly. I like 5e (and systems like Monte Cook's Cipher System) because it gets away from this kind of triviality. It is like some trickster gnome got ahold of the Player's Handbook and make some "upgrades" such that resting mechanics are more complicated than combat. [/QUOTE]
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