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Next DMG Sneak Preview is Up! Figurine of Wondrous Power!
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<blockquote data-quote="MoutonRustique" data-source="post: 6413515" data-attributes="member: 22362"><p>That the terms short rest and long rest exist is <em>precisely</em> to allow easy modification of the pace of the campaign. That is their reason for being. While it is, in a sense, a rule change, in the context of the goals of 5e, it isn't really a <em>rule</em> change (or isn't really supposed to be.)</p><p></p><p>As I said, I know it isn't a <em>huge</em> task to make a proportionate modification, but it is one more thing to do (even if it is a small thing).</p><p></p><p>I'm not sure I follow how my players need to track anything in this case. I wasn't talking about the tracking of time and use - I was considering the relative power/usefulness of the items.</p><p></p><p>When I give out items, I like to know how they're going to affect the game (at least in a general sense). As it stands, I not only need to use the "advice system" I'm assuming will be in the DMG to help figure out the impact of magic items, I'll also need to reverse engineer those guidelines and figure out what it means in a differently paced game. (Note: I am pretty sure it'll be easy to do.)</p><p></p><p><em>ex:</em> if item X functions on the short/long rest system and it is said to be of about power 1000. No matter how I change the value of the short/long rests themselves, the power remains 1000. However, if I change the short/long rest values and the item is a "per day" "per hour" "per whatever", the power could go to 3000 or down to 50. Such a situation could affect my game in unpleasant ways.</p><p></p><p>Anyhow, it's not a <em>huge</em> deal, and I'm pretty sure making the adjustments will be easy; I just find it a bit disappointing that they're not using the elegant system they put in place.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6413515, member: 22362"] That the terms short rest and long rest exist is [I]precisely[/I] to allow easy modification of the pace of the campaign. That is their reason for being. While it is, in a sense, a rule change, in the context of the goals of 5e, it isn't really a [I]rule[/I] change (or isn't really supposed to be.) As I said, I know it isn't a [I]huge[/I] task to make a proportionate modification, but it is one more thing to do (even if it is a small thing). I'm not sure I follow how my players need to track anything in this case. I wasn't talking about the tracking of time and use - I was considering the relative power/usefulness of the items. When I give out items, I like to know how they're going to affect the game (at least in a general sense). As it stands, I not only need to use the "advice system" I'm assuming will be in the DMG to help figure out the impact of magic items, I'll also need to reverse engineer those guidelines and figure out what it means in a differently paced game. (Note: I am pretty sure it'll be easy to do.) [I]ex:[/I] if item X functions on the short/long rest system and it is said to be of about power 1000. No matter how I change the value of the short/long rests themselves, the power remains 1000. However, if I change the short/long rest values and the item is a "per day" "per hour" "per whatever", the power could go to 3000 or down to 50. Such a situation could affect my game in unpleasant ways. Anyhow, it's not a [I]huge[/I] deal, and I'm pretty sure making the adjustments will be easy; I just find it a bit disappointing that they're not using the elegant system they put in place. [/QUOTE]
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