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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Potential Consequences of using the 3e Resting Rules
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<blockquote data-quote="Blue" data-source="post: 7254733" data-attributes="member: 20564"><p>One sacred cow of D&D that we are so used to is that resource recovery is linked to time passing. And a static amount of time passing both (a) doesn't work for all adventures that can happen on different time scales and (b) is at least partially under player control.</p><p></p><p>13th Age is a d20 that came out before 5e but they share a lot of philosophy. But one of the differences is that 13th Age divorces a long rest ("full heal up") from static time passing. Instead it's linked to the number of encounters. Have a three week trek across a savanna with four encounters during it? Great, recover your resources at the end. Have a intense dungeon where you do four encounters in a morning? Great, recover your resources. Characters can also take one sooner, but the trade-off is that there will be a campaign setback. Perhaps the vampires have turned two of the commoners you were trying to free, or the cultists have completed a ritual and have support from a minor devil.</p><p></p><p>There is a 5e-based Tolkien setting (Adventures in Middle Earth?) game that also divorces them. You can expect a "long rest" at the end of an adventure, and not before under usual circumstances. But something like Elrond's Halfway House where you can truly relax in safety can gratn one. IIRC, they also suggest you can grant them for thing like waking on a cliff on a perfect dawn overlooking a beautiful vista - which is both inspiring for players and a wonderful cheat for DMs to insert one where they need it.</p><p></p><p>So if your issue is different scales of time in which the "6-8" encounters needed for attrition-based tension, considering going with something like one of those.</p></blockquote><p></p>
[QUOTE="Blue, post: 7254733, member: 20564"] One sacred cow of D&D that we are so used to is that resource recovery is linked to time passing. And a static amount of time passing both (a) doesn't work for all adventures that can happen on different time scales and (b) is at least partially under player control. 13th Age is a d20 that came out before 5e but they share a lot of philosophy. But one of the differences is that 13th Age divorces a long rest ("full heal up") from static time passing. Instead it's linked to the number of encounters. Have a three week trek across a savanna with four encounters during it? Great, recover your resources at the end. Have a intense dungeon where you do four encounters in a morning? Great, recover your resources. Characters can also take one sooner, but the trade-off is that there will be a campaign setback. Perhaps the vampires have turned two of the commoners you were trying to free, or the cultists have completed a ritual and have support from a minor devil. There is a 5e-based Tolkien setting (Adventures in Middle Earth?) game that also divorces them. You can expect a "long rest" at the end of an adventure, and not before under usual circumstances. But something like Elrond's Halfway House where you can truly relax in safety can gratn one. IIRC, they also suggest you can grant them for thing like waking on a cliff on a perfect dawn overlooking a beautiful vista - which is both inspiring for players and a wonderful cheat for DMs to insert one where they need it. So if your issue is different scales of time in which the "6-8" encounters needed for attrition-based tension, considering going with something like one of those. [/QUOTE]
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