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General Tabletop Discussion
*Dungeons & Dragons
Rest Mechanics: Decoupling Class Feature Recovery & Healing Dice/Hit Points
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<blockquote data-quote="Psikerlord#" data-source="post: 6847271" data-attributes="member: 93321"><p>I quite like this idea, and as noted by Blue, it reminds me of the full reset of 13th Age after a certain number of battles, subject to GM discretion/story making sense.</p><p></p><p>I think there is a fundamental problem in 5e of some classes being short rest based, others long rest based, and that screws with balance when either of those kinds of rests occurs too frequently. Too many long rests and paladins/full casters OP. Too many short rests and fighters/warlocks OP. Any reset system which helps the game stick to the 8 encounters/2 short rests/1 long rest is an improvement in my view. The issue then becomes trying to explain "why" things work this way in the game world, if you care about such things. </p><p></p><p>I think a better overall system would be some kind of "party wide" short rest-ish reset mechanic, with a decreasing effect or chance of working each time a short rest is taken, until finally the party must long rest to full reset. </p><p></p><p>So for example, first short rest everyone makes a wisdom/willpower check (easy DC if the rest is 1 hour or more, hard DC if the rest is only 5 mins). If successful, you get back some intangible HP (maybe a third max hp?) and one use of a class ability (eg: one action surge use, a used spell slot, etc). Next time you take a short rest, make another wisdom check but with higher DC, recover same as before (perhaps limit on spell casters recovering same spell level slot as before, or similar)... and so on and so forth, until at some point the party gets the opportunity to long rest for a full reset.</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6847271, member: 93321"] I quite like this idea, and as noted by Blue, it reminds me of the full reset of 13th Age after a certain number of battles, subject to GM discretion/story making sense. I think there is a fundamental problem in 5e of some classes being short rest based, others long rest based, and that screws with balance when either of those kinds of rests occurs too frequently. Too many long rests and paladins/full casters OP. Too many short rests and fighters/warlocks OP. Any reset system which helps the game stick to the 8 encounters/2 short rests/1 long rest is an improvement in my view. The issue then becomes trying to explain "why" things work this way in the game world, if you care about such things. I think a better overall system would be some kind of "party wide" short rest-ish reset mechanic, with a decreasing effect or chance of working each time a short rest is taken, until finally the party must long rest to full reset. So for example, first short rest everyone makes a wisdom/willpower check (easy DC if the rest is 1 hour or more, hard DC if the rest is only 5 mins). If successful, you get back some intangible HP (maybe a third max hp?) and one use of a class ability (eg: one action surge use, a used spell slot, etc). Next time you take a short rest, make another wisdom check but with higher DC, recover same as before (perhaps limit on spell casters recovering same spell level slot as before, or similar)... and so on and so forth, until at some point the party gets the opportunity to long rest for a full reset. [/QUOTE]
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Rest Mechanics: Decoupling Class Feature Recovery & Healing Dice/Hit Points
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