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General Tabletop Discussion
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Rest Mechanics: Decoupling Class Feature Recovery & Healing Dice/Hit Points
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<blockquote data-quote="Blue" data-source="post: 6846971" data-attributes="member: 20564"><p>5e already has variant rules on resting in the DMG that separate sleep from recovery of spells and healing during a "long rest", I think you'll be fine.</p><p></p><p>Some other posters have commented on how that changes expectations. I'd not only tell your players, I'd engage them into helping keep it up.</p><p></p><p>DM: Okay, you stay the night at the inn. Why wasn't it a good night's sleep?</p><p>Player 1: Well, dogs were barking all night.</p><p>Player 2: I didn't even notice, Tazik was drinking and umm, relaxin, all night.</p><p>Player 3: Well, I might have caused those dogs. I was still wound up after we couldn't rescue that girl and I just went for a long walk. Wandered the town til 3 or 4 in the morning.</p><p></p><p>What you describe is close conceptually to how 13th Age does it. (13th Age is a light & fast d20 OGL from some of the lead designers of 3ed and 4e that came out about a year prior to 5e. There's a lot of similarities of philosophy.)</p><p></p><p>13th Age has at-will, encounter, and full-heal-up replenishments. Full-heal-up occurs around every four encounters, though the DM can do it sooner for tough encounters. So if a three week cross-country travel might have 4 encounters spread across the whole thing and it's not full resources on all of them. But it also gives you the freedom to have them more than once in a 24 hour period. Doing a megadungeon and have the right number of encounters before lunch? Instead of stopping and camping for the night starting at noon, just throw in a narrative reason like "the magic of the fountain rejuvenates everyone who sips it, though it will be a while before you can handle that again".</p><p></p><p>As a side note, 13th Age does allow players to take a full heal-up early, but at a campaign loss. This isn't explicit 5e language like it is in 13th Age, but the idea is something bad happens. Maybe sleeping before taking on the vampire nest lets them turn the two townsfolk they had earlier captured. Perhaps the evil cleric have time to complete a ritual and now have a minor demon at their service, etc.</p></blockquote><p></p>
[QUOTE="Blue, post: 6846971, member: 20564"] 5e already has variant rules on resting in the DMG that separate sleep from recovery of spells and healing during a "long rest", I think you'll be fine. Some other posters have commented on how that changes expectations. I'd not only tell your players, I'd engage them into helping keep it up. DM: Okay, you stay the night at the inn. Why wasn't it a good night's sleep? Player 1: Well, dogs were barking all night. Player 2: I didn't even notice, Tazik was drinking and umm, relaxin, all night. Player 3: Well, I might have caused those dogs. I was still wound up after we couldn't rescue that girl and I just went for a long walk. Wandered the town til 3 or 4 in the morning. What you describe is close conceptually to how 13th Age does it. (13th Age is a light & fast d20 OGL from some of the lead designers of 3ed and 4e that came out about a year prior to 5e. There's a lot of similarities of philosophy.) 13th Age has at-will, encounter, and full-heal-up replenishments. Full-heal-up occurs around every four encounters, though the DM can do it sooner for tough encounters. So if a three week cross-country travel might have 4 encounters spread across the whole thing and it's not full resources on all of them. But it also gives you the freedom to have them more than once in a 24 hour period. Doing a megadungeon and have the right number of encounters before lunch? Instead of stopping and camping for the night starting at noon, just throw in a narrative reason like "the magic of the fountain rejuvenates everyone who sips it, though it will be a while before you can handle that again". As a side note, 13th Age does allow players to take a full heal-up early, but at a campaign loss. This isn't explicit 5e language like it is in 13th Age, but the idea is something bad happens. Maybe sleeping before taking on the vampire nest lets them turn the two townsfolk they had earlier captured. Perhaps the evil cleric have time to complete a ritual and now have a minor demon at their service, etc. [/QUOTE]
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