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Community
General Tabletop Discussion
*Dungeons & Dragons
My vision of ability recharge
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<blockquote data-quote="Li Shenron" data-source="post: 7120504" data-attributes="member: 1465"><p>So you basically want to have 3 types of rests instead of 2, with a new type of rest that works like the current long rest but requires a longer time. This is OK.</p><p></p><p></p><p></p><p>I like randomness and I think this idea is interesting, but outside an automated computer game this resting system has the potential of becoming slow and boring to manage.</p><p></p><p>Correct me if I am wrong... it sounds to me like once you've decided on a % value (based on class, and depending on short/long rest), the player will go through the whole list of her limited-use abilities, and <em>roll a dice for each ability </em>to see if it recharges. Is this what you have in mind?</p><p></p><p>It's not complicated, it's just <em>slow</em>, especially for higher-level characters. </p><p></p><p>For example, if the Wizard has 10 spell slots, you'd have to roll 10 times, one % roll per slot, to see which slots recharge. If the slots were all equal, you could get away with a single roll that gives an average equal to the wanted %, but since higher-level slots are worth more than lower-level slots, are you going to let the player choose which ones get recharged?</p><p></p><p>And in general, every character has abilities that are more powerful and therefore recharge only with long rests. Are you going to give them the same % recharge chance as less powerful abilities?</p><p></p><p></p><p></p><p>Long rests are not really chosen... You pretty much have to sleep once a day, and that's when you normally take the long rest. The rules allow you to anticipate the long rest to during the day if you have time, but you still can't have more than one in a day.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7120504, member: 1465"] So you basically want to have 3 types of rests instead of 2, with a new type of rest that works like the current long rest but requires a longer time. This is OK. I like randomness and I think this idea is interesting, but outside an automated computer game this resting system has the potential of becoming slow and boring to manage. Correct me if I am wrong... it sounds to me like once you've decided on a % value (based on class, and depending on short/long rest), the player will go through the whole list of her limited-use abilities, and [I]roll a dice for each ability [/I]to see if it recharges. Is this what you have in mind? It's not complicated, it's just [I]slow[/I], especially for higher-level characters. For example, if the Wizard has 10 spell slots, you'd have to roll 10 times, one % roll per slot, to see which slots recharge. If the slots were all equal, you could get away with a single roll that gives an average equal to the wanted %, but since higher-level slots are worth more than lower-level slots, are you going to let the player choose which ones get recharged? And in general, every character has abilities that are more powerful and therefore recharge only with long rests. Are you going to give them the same % recharge chance as less powerful abilities? Long rests are not really chosen... You pretty much have to sleep once a day, and that's when you normally take the long rest. The rules allow you to anticipate the long rest to during the day if you have time, but you still can't have more than one in a day. [/QUOTE]
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My vision of ability recharge
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