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<blockquote data-quote="Blue" data-source="post: 6726065" data-attributes="member: 20564"><p>13th Age (OGL closely related to 3.x, 4e and 5e) solves this by divorcing "one day" and "reset abilities" from each other, calling it a "Full Heal-Up". 13th Age has short rests to spend recoveries like 5e and many resources are per encounter (more like 4e short rest then 5e, but still close). But the "per day" type of things reset after roughly four* encounters instead of a specified time sleeping. This allows at-will, per-encounter, and "per-day" powers to be balanced against each other regardless if it's a fight-a-minute dungeon crawl or a three week caravan guard slog that only has an encounter every few days.</p><p></p><p>Not only does this keep the powers balanced, but it turns the cautious "we're hurt, better hole up" 15-minute adventuring day into a "we're hurt, but one more encounter an we'll get a full heal-up, let's press on!". Which is a beautiful thing from both sides of the screen.</p><p></p><p>It's a game with a heavier player-generated narrative then I think the default D&D game is aimed at, and invites the players into helping spin the fiction to keep it in line with the balance. For example, if after one encounter on the road you sleep the night, the GM invites players "why wasn't this a great sleep?". Howling wolves, rain, drinking and playing cards all night, whatever. On the other hand, perhaps the fourth encounter was mid day. A chance to break out the special supplies laid in leaves for a filling meal, and the bard's playing gets everyone fired up. Or perhaps deep in a dungeon (after the fourth battle) a cleric make a fervent prayer to their god, and poof, "daily" spells and resources back, ready to move on. It doesn't need o be a full night's sleep, it just needs an in-game reason.</p><p></p><p>*Four normal encounters. Nasty encounters count more. Also players are welcome to take a full heal up before four-ish encounters if they can find a safe space to do so. But then there's some campaign setback or repercussion.</p></blockquote><p></p>
[QUOTE="Blue, post: 6726065, member: 20564"] 13th Age (OGL closely related to 3.x, 4e and 5e) solves this by divorcing "one day" and "reset abilities" from each other, calling it a "Full Heal-Up". 13th Age has short rests to spend recoveries like 5e and many resources are per encounter (more like 4e short rest then 5e, but still close). But the "per day" type of things reset after roughly four* encounters instead of a specified time sleeping. This allows at-will, per-encounter, and "per-day" powers to be balanced against each other regardless if it's a fight-a-minute dungeon crawl or a three week caravan guard slog that only has an encounter every few days. Not only does this keep the powers balanced, but it turns the cautious "we're hurt, better hole up" 15-minute adventuring day into a "we're hurt, but one more encounter an we'll get a full heal-up, let's press on!". Which is a beautiful thing from both sides of the screen. It's a game with a heavier player-generated narrative then I think the default D&D game is aimed at, and invites the players into helping spin the fiction to keep it in line with the balance. For example, if after one encounter on the road you sleep the night, the GM invites players "why wasn't this a great sleep?". Howling wolves, rain, drinking and playing cards all night, whatever. On the other hand, perhaps the fourth encounter was mid day. A chance to break out the special supplies laid in leaves for a filling meal, and the bard's playing gets everyone fired up. Or perhaps deep in a dungeon (after the fourth battle) a cleric make a fervent prayer to their god, and poof, "daily" spells and resources back, ready to move on. It doesn't need o be a full night's sleep, it just needs an in-game reason. *Four normal encounters. Nasty encounters count more. Also players are welcome to take a full heal up before four-ish encounters if they can find a safe space to do so. But then there's some campaign setback or repercussion. [/QUOTE]
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