Crazy Jerome
First Post
I like the extended rest, slower variant where hit dice come back on an extended rest, but hit points do not. I like this slightly slower version for a few reasons:
1. When everything is going great, and the party has ready access to resources, and a warm, secure place to rest--this becomes more or less equivalent to "get everything back" anyway. So it takes practically no time to administer and ends up in the same place as saying, "You rest for a month."
2. When everything is somewhat under control but could get a bit dicey, the party is running a modest risk in using up extra hit dice on a rest--i.e. if the extended rest goes poorly, using them now may not be the best thing to do, but if they extended rest goes well, using them now is. This makes the camping and effort to be secure itself somewhat more interesting than it otherwise would be, but again without much time spent on it.
3. Finally, the only time that resources really matter is when resources are tight and not easily replaced. In most D&D economies, this really means when stuck somewhere without a good way to replace the necessary things--or healing kits, in this case. So now that resources matter, they really do matter, and we get the fun of tracking them.
That's the way the Isle of Dread play test is in our group right now. The real "slow death" risk is running out of food and bandages. The party planned and took extra, but they don't have unlimited amounts. So it's made them cautious about wandering monsters.
I hate spending a lot of time to track a bunch of resources carefully all the time, to get the little bit of fun that 5% of the time they matter. But if I can get 80% of the fun with only a bit of the work, I am so there.
1. When everything is going great, and the party has ready access to resources, and a warm, secure place to rest--this becomes more or less equivalent to "get everything back" anyway. So it takes practically no time to administer and ends up in the same place as saying, "You rest for a month."
2. When everything is somewhat under control but could get a bit dicey, the party is running a modest risk in using up extra hit dice on a rest--i.e. if the extended rest goes poorly, using them now may not be the best thing to do, but if they extended rest goes well, using them now is. This makes the camping and effort to be secure itself somewhat more interesting than it otherwise would be, but again without much time spent on it.
3. Finally, the only time that resources really matter is when resources are tight and not easily replaced. In most D&D economies, this really means when stuck somewhere without a good way to replace the necessary things--or healing kits, in this case. So now that resources matter, they really do matter, and we get the fun of tracking them.
That's the way the Isle of Dread play test is in our group right now. The real "slow death" risk is running out of food and bandages. The party planned and took extra, but they don't have unlimited amounts. So it's made them cautious about wandering monsters.
I hate spending a lot of time to track a bunch of resources carefully all the time, to get the little bit of fun that 5% of the time they matter. But if I can get 80% of the fun with only a bit of the work, I am so there.