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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="DaedalusX51" data-source="post: 7122416" data-attributes="member: 96233"><p>You can always ignore the mechanic if it gets in the way of fun. I agree that there should be a legit cost and a defined failure state for adventures. </p><p></p><p>I believe that Short Rests should be the major resource recuperating rest that all classes enjoy in some way. This enables players to regain their strength and recuperate from a series of bad rolls, but the narrative repercussions of a 1 hour rest are not insignificant, they should increase the difficulties of the next few encounters. </p><p></p><p>For example, after a a series of battles inside of the cavern, you are too wounded to carry on. You decide to take a rest to patch up your wounds and prepare for what comes next. Roll on the wandering monster table to see if your rest is interrupted. If you encounter an intelligent wandering monster, they will send a scout to inform whoever they can. This will cause your next few battles to be more difficult. </p><p></p><p>This escalation after recuperation will give players a want to avoid resting unless absolute necessary, as they know the next encounters could be extra difficult.</p><p></p><p>This combined with a defined failure state for taking a long rest, will ensure that everyone will want to push on to the next safe area that they can rest. However this only works when all classes benefit equally from short rests.</p><p></p><p>Maybe they will release an Unearthed Arcana with new rules for that?</p></blockquote><p></p>
[QUOTE="DaedalusX51, post: 7122416, member: 96233"] You can always ignore the mechanic if it gets in the way of fun. I agree that there should be a legit cost and a defined failure state for adventures. I believe that Short Rests should be the major resource recuperating rest that all classes enjoy in some way. This enables players to regain their strength and recuperate from a series of bad rolls, but the narrative repercussions of a 1 hour rest are not insignificant, they should increase the difficulties of the next few encounters. For example, after a a series of battles inside of the cavern, you are too wounded to carry on. You decide to take a rest to patch up your wounds and prepare for what comes next. Roll on the wandering monster table to see if your rest is interrupted. If you encounter an intelligent wandering monster, they will send a scout to inform whoever they can. This will cause your next few battles to be more difficult. This escalation after recuperation will give players a want to avoid resting unless absolute necessary, as they know the next encounters could be extra difficult. This combined with a defined failure state for taking a long rest, will ensure that everyone will want to push on to the next safe area that they can rest. However this only works when all classes benefit equally from short rests. Maybe they will release an Unearthed Arcana with new rules for that? [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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