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Rest Variants (DMG pg. 267)
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<blockquote data-quote="DEFCON 1" data-source="post: 9012349" data-attributes="member: 7006"><p>I agree with all of this.</p><p></p><p>And this is the hardest thing about trying to determine the best way to incorporate things at each individual table-- making things "fair" between classes so that no classes are markedly better most of the time than others... but also trying to find a palatable "narrative realism" that you find yourself more comfortable with.</p><p></p><p>That's the thing about the "gritty realism" option... it's all about the latter, but requires a lot of work to then fix the former if you use it. Players want a more "realistic" recovery format (as much as "realism" ever plays a part in D&D) for however their stories are playing out-- but really mess up the timing and balance for character features that aren't healing.</p><p></p><p>And in addition... a connected part of this issue is just how continuous a campaign's narrative is. Do you use downtime between adventures when the group is "off-screen" for a few days, a week, a month, and nothing is happening? If you do, then inserting "gritty realism" into that game is much easier because the group is already sitting around "in story" for a long enough time for wounds to heal using those rules. But if you have a narrative where you don't jump forward in time and things are still happening "on screen"... having characters on their hands for a week while thing are actually occurring around them that they can't do anything about kinda sucks. </p><p></p><p>I had this issue with my <em>Curse of Strahd </em>campaign... I originally was going to have Long Rests be a week to really get across the danger of the land... but I discovered soon enough that the things the character were doing in the realm couldn't allow for reactions from the realm to just be put on hold for seven full days to allow them to just "camp" for a week to recover. The story was progressing with or without them. And thus the "game" was much less fun for everyone.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9012349, member: 7006"] I agree with all of this. And this is the hardest thing about trying to determine the best way to incorporate things at each individual table-- making things "fair" between classes so that no classes are markedly better most of the time than others... but also trying to find a palatable "narrative realism" that you find yourself more comfortable with. That's the thing about the "gritty realism" option... it's all about the latter, but requires a lot of work to then fix the former if you use it. Players want a more "realistic" recovery format (as much as "realism" ever plays a part in D&D) for however their stories are playing out-- but really mess up the timing and balance for character features that aren't healing. And in addition... a connected part of this issue is just how continuous a campaign's narrative is. Do you use downtime between adventures when the group is "off-screen" for a few days, a week, a month, and nothing is happening? If you do, then inserting "gritty realism" into that game is much easier because the group is already sitting around "in story" for a long enough time for wounds to heal using those rules. But if you have a narrative where you don't jump forward in time and things are still happening "on screen"... having characters on their hands for a week while thing are actually occurring around them that they can't do anything about kinda sucks. I had this issue with my [I]Curse of Strahd [/I]campaign... I originally was going to have Long Rests be a week to really get across the danger of the land... but I discovered soon enough that the things the character were doing in the realm couldn't allow for reactions from the realm to just be put on hold for seven full days to allow them to just "camp" for a week to recover. The story was progressing with or without them. And thus the "game" was much less fun for everyone. [/QUOTE]
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