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Possible gamist fix to the 5MW
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5977733" data-attributes="member: 20805"><p>I have often mentioned on this site that I think the 15MW is a question of play style and that mechanical fixes are difficult../ however here is an idea that creates mechanical tension between healing, adventuring, and spell recovery. This might just work...</p><p></p><p></p><p> Rest:</p><p> PCs can benefit from up to 8 hours of rest from noon to noon. If playing a game focuses on night time adventuring, you can use midnight to midnight, with the players making the choice of which part of the day is their rest timeframe.</p><p> Elves can only benefit from half this time, but have other advantages off setting this as listed below</p><p></p><p> Healing:</p><p> For each hour of rest a Character regains 1/8th of their hit points. When the hit point total is not exactly divisable by 8, the remaining hit points are recovered in the last hour of rest.</p><p> Elves regain 1/4th of their hit points per hour of rest.</p><p> Characters cannot rest if currently under a condition such as bleeding, diseased, or wounded.</p><p></p><p>Wounded:</p><p> Players can chose to accept a wound in order to negate a critical hit or to reduce the damage taken by an amount equal to thier CON score.</p><p> Cure light wounds can heal 1 wound per application instead of recovering hit points</p><p></p><p>Spell Points:</p><p> Characters must be at full hit points and not under a condition that precludes resting in order to regain spell points</p><p> Characters meditate for half an hour to regain 1/8th of their spell point total, with remaining spell points regained in the 8th meditation.</p><p></p><p>Spells/daily resources:</p><p> Characters must be at full hit points and not under a condition that precludes resting in order to regain spells/ daily resources</p><p> Characters can regain a daily resource by spending about 3 minutes per resource level in either meditation, study, practice, or prayer. This allows the recovery of 20 first level spells in an hour, or 10 second level, or 6 third level or 5 fourth level or 4 fifth level or 3 sixth level or 3 seventh level or 2 eighth level or 2 ninth level.. or a mix that adds up to the time spent.</p><p> This time must be spent without distraction and cannot be done while travelling on anything smaller than a schooner. Part of the time accounts for preparing the site for studying, laying out books, lighting incense, etc. The details of the set up is up to the player but it is obvious in the game world that the character is studying/meditating in that a specific location. {or had been using the site}</p><p></p><p></p><p>What does this do?</p><p> 1) A mechanical dial is created through how magical healing works. Easy healing = encounter based playstyle while hard healing = day based playstyle.</p><p> 2) Casters have added flexibility in being able to swap out spell choices, but have to work with the group regarding how much time they sit studying</p><p> 3) Elves become the premier casters as they have lots more time to study</p><p> 4) A common mechanic for regaining all types of daily powers/spells/whatever</p><p> 5) Can be an optional module, as each group could run extended rests as written or drop this option in</p><p> 6) campaign sites can be set up to enhance the rate of regaining daily resources.. around which monestaries, colleges, and alters would arise. These are often far from civilization.. which makes for great adventuring hooks. Older sites might become central to towns and cities.. with castles being locations more defendable as casters inside can recover spells faster.</p><p> 7 Other options might be available, like stating that goblinoids {Orcs, Ogres, Bugbears, etc..} can recover martial daily resources while injured.. making them the premier ground combat race.</p><p></p><p></p><p>Why noon?</p><p>[sblock]</p><p> Remember the old west? Gunfighters always met at high noon because they had fully rested and were ready to face new encounters....</p><p>:joker:</p><p></p><p> Simply because it is an easy marker that eliminates arguments over when the 'day' started.. and this is a default. The players can elect to change this as a group by declaring that they are going to sleep all day and work all night, changing the marker to the middle of thier adventuring day {midnight}. Or say they will be the life of the party have the marker set for sunrise.. or early risers and set the marker at sunset... whatever the middle of their adventuring day is.</p><p></p><p>[/sblock]</p><p></p><p>Or maybe I had too much caffiene and am really off my rocker!</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5977733, member: 20805"] I have often mentioned on this site that I think the 15MW is a question of play style and that mechanical fixes are difficult../ however here is an idea that creates mechanical tension between healing, adventuring, and spell recovery. This might just work... Rest: PCs can benefit from up to 8 hours of rest from noon to noon. If playing a game focuses on night time adventuring, you can use midnight to midnight, with the players making the choice of which part of the day is their rest timeframe. Elves can only benefit from half this time, but have other advantages off setting this as listed below Healing: For each hour of rest a Character regains 1/8th of their hit points. When the hit point total is not exactly divisable by 8, the remaining hit points are recovered in the last hour of rest. Elves regain 1/4th of their hit points per hour of rest. Characters cannot rest if currently under a condition such as bleeding, diseased, or wounded. Wounded: Players can chose to accept a wound in order to negate a critical hit or to reduce the damage taken by an amount equal to thier CON score. Cure light wounds can heal 1 wound per application instead of recovering hit points Spell Points: Characters must be at full hit points and not under a condition that precludes resting in order to regain spell points Characters meditate for half an hour to regain 1/8th of their spell point total, with remaining spell points regained in the 8th meditation. Spells/daily resources: Characters must be at full hit points and not under a condition that precludes resting in order to regain spells/ daily resources Characters can regain a daily resource by spending about 3 minutes per resource level in either meditation, study, practice, or prayer. This allows the recovery of 20 first level spells in an hour, or 10 second level, or 6 third level or 5 fourth level or 4 fifth level or 3 sixth level or 3 seventh level or 2 eighth level or 2 ninth level.. or a mix that adds up to the time spent. This time must be spent without distraction and cannot be done while travelling on anything smaller than a schooner. Part of the time accounts for preparing the site for studying, laying out books, lighting incense, etc. The details of the set up is up to the player but it is obvious in the game world that the character is studying/meditating in that a specific location. {or had been using the site} What does this do? 1) A mechanical dial is created through how magical healing works. Easy healing = encounter based playstyle while hard healing = day based playstyle. 2) Casters have added flexibility in being able to swap out spell choices, but have to work with the group regarding how much time they sit studying 3) Elves become the premier casters as they have lots more time to study 4) A common mechanic for regaining all types of daily powers/spells/whatever 5) Can be an optional module, as each group could run extended rests as written or drop this option in 6) campaign sites can be set up to enhance the rate of regaining daily resources.. around which monestaries, colleges, and alters would arise. These are often far from civilization.. which makes for great adventuring hooks. Older sites might become central to towns and cities.. with castles being locations more defendable as casters inside can recover spells faster. 7 Other options might be available, like stating that goblinoids {Orcs, Ogres, Bugbears, etc..} can recover martial daily resources while injured.. making them the premier ground combat race. Why noon? [sblock] Remember the old west? Gunfighters always met at high noon because they had fully rested and were ready to face new encounters.... :joker: Simply because it is an easy marker that eliminates arguments over when the 'day' started.. and this is a default. The players can elect to change this as a group by declaring that they are going to sleep all day and work all night, changing the marker to the middle of thier adventuring day {midnight}. Or say they will be the life of the party have the marker set for sunrise.. or early risers and set the marker at sunset... whatever the middle of their adventuring day is. [/sblock] Or maybe I had too much caffiene and am really off my rocker! :D [/QUOTE]
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