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Resource-Draining Model D&D Doesn't Work (for me)
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<blockquote data-quote="Flamestrike" data-source="post: 7637650" data-attributes="member: 6788736"><p>Great, but long rest resources dont come back at the end of a <em>session</em>.</p><p></p><p>They come back once you've completed a long rest.</p><p></p><p>I know it's convenient to 'long rest at the end of a session' for many, but as long as your Players are accurately tracking resources (and you audit the suckers with a few questions at the start of the next session) it shouldnt be a problem.</p><p></p><p>-------------------------------------</p><p></p><p><strong>OP</strong>: Its impossible to move away from DnD's central resource management mechanic. The whole rule system is (mechanically) a resource management game. </p><p></p><p>Hit points, Short rest abilities, Long rest abilities, Spell slots, Ki points, Rages, Smites, Superiority dice, Action surge, Wild shape, XP, GP, Charges, Sorcery points, potions, Hit Dice, Lay on Hands, etc etc etc etc. All finite daily resources.</p><p></p><p>Combat is fundamentally about hit point attrition (i.e. resource management). The best way to quickly reduce HP is to use finite X/ Short or Long rest abilities (action sure, Ki points, spell slots, sup dice, rage, smites etc) and once combat is over, those HP are regained by another finite resource (Hit dice, potions, Spells, LoH etc).</p><p></p><p>Players of course know this, and generally will (at every chance they get) attempt to recover those resources via Resting, which if left unchecked often ends up in the phenomenon called the '5 minute work day' where PCs Nova strike encounters, then fall back to rest and recover all resources. </p><p></p><p>The good DM polices this conduct via a combination of [doom clocks, 'random' encounters, a gentlemans agreement with the players, table etiquette, HR on resting, environmental constraints). The bad DM dials up encounter difficulty to match the power of the PCs (this only forces the PCs to Nova, entrenching the problem, and has other negative consequences on class and encounter balance, and greatly increases the chance of Rocket Tag TPK's).</p><p></p><p>Basically, there is no way around the issue if you're playing DnD. Mechanically it's a resource management system. If you want a resource free system (and there really arent any), I'd suggest looking at games like Savage Worlds or similar, where resource management is on the low end.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7637650, member: 6788736"] Great, but long rest resources dont come back at the end of a [I]session[/I]. They come back once you've completed a long rest. I know it's convenient to 'long rest at the end of a session' for many, but as long as your Players are accurately tracking resources (and you audit the suckers with a few questions at the start of the next session) it shouldnt be a problem. ------------------------------------- [B]OP[/B]: Its impossible to move away from DnD's central resource management mechanic. The whole rule system is (mechanically) a resource management game. Hit points, Short rest abilities, Long rest abilities, Spell slots, Ki points, Rages, Smites, Superiority dice, Action surge, Wild shape, XP, GP, Charges, Sorcery points, potions, Hit Dice, Lay on Hands, etc etc etc etc. All finite daily resources. Combat is fundamentally about hit point attrition (i.e. resource management). The best way to quickly reduce HP is to use finite X/ Short or Long rest abilities (action sure, Ki points, spell slots, sup dice, rage, smites etc) and once combat is over, those HP are regained by another finite resource (Hit dice, potions, Spells, LoH etc). Players of course know this, and generally will (at every chance they get) attempt to recover those resources via Resting, which if left unchecked often ends up in the phenomenon called the '5 minute work day' where PCs Nova strike encounters, then fall back to rest and recover all resources. The good DM polices this conduct via a combination of [doom clocks, 'random' encounters, a gentlemans agreement with the players, table etiquette, HR on resting, environmental constraints). The bad DM dials up encounter difficulty to match the power of the PCs (this only forces the PCs to Nova, entrenching the problem, and has other negative consequences on class and encounter balance, and greatly increases the chance of Rocket Tag TPK's). Basically, there is no way around the issue if you're playing DnD. Mechanically it's a resource management system. If you want a resource free system (and there really arent any), I'd suggest looking at games like Savage Worlds or similar, where resource management is on the low end. [/QUOTE]
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