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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ashkelon" data-source="post: 7122244" data-attributes="member: 6774887"><p>If the game had been designed around shoe rests and the assumption that players will have 2 or so encounters between short rests, most of these problems go away. Especially if classes with daily abilities had significantly fewer of them, but regained some during short rests. </p><p></p><p>The nova problem would go away because players wouldn't be able to spend resources meant for 6-8 encounters in a single fight.</p><p></p><p>The balance between classes would have been easier to tune as at-will, daily, and per short rest abilities are much easier to account for with fewer assumed encounters between rests.</p><p></p><p>The desire for some classes to rest while the rest of the party wants to push on would mostly disappear as more classes would benefit from short rests and fewer classes would have all their capabilities tied to per day resources. </p><p></p><p>The need for doomsday clocks and random encounters to wage a war of attrition with the party would go away as well as a single day of adventuring would work just as well with 2 encounters and no short rests as it would with 6 encounters and 2 short rests. This allows for a greater range of adventure pacing.</p><p></p><p>Such a setup would also allow for games that only have a single significant encounter per day. Instead of relying on multiple weaker encounters to whittle away at party resources so that a Boss encounter (which otherwise would not challenge the group at full strength) feels dangerous.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 7122244, member: 6774887"] If the game had been designed around shoe rests and the assumption that players will have 2 or so encounters between short rests, most of these problems go away. Especially if classes with daily abilities had significantly fewer of them, but regained some during short rests. The nova problem would go away because players wouldn't be able to spend resources meant for 6-8 encounters in a single fight. The balance between classes would have been easier to tune as at-will, daily, and per short rest abilities are much easier to account for with fewer assumed encounters between rests. The desire for some classes to rest while the rest of the party wants to push on would mostly disappear as more classes would benefit from short rests and fewer classes would have all their capabilities tied to per day resources. The need for doomsday clocks and random encounters to wage a war of attrition with the party would go away as well as a single day of adventuring would work just as well with 2 encounters and no short rests as it would with 6 encounters and 2 short rests. This allows for a greater range of adventure pacing. Such a setup would also allow for games that only have a single significant encounter per day. Instead of relying on multiple weaker encounters to whittle away at party resources so that a Boss encounter (which otherwise would not challenge the group at full strength) feels dangerous. [/QUOTE]
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