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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7126548" data-attributes="member: 29398"><p>Quite true for 1 and 3; but not so for 2 which has pretty much been the case since time immemorial I think, if one counts study/prayer time in as an extension of the rest (so, maybe a 10-hour break instead of 8).</p><p>Absolutely right; and this gets right after something I've brought up in the "consequences and rewards" thread: </p><p></p><p>Before 3e the primary in-game reward was treasure and character wealth (along with the status it could bring, etc.). Levelling up was not much more than a pleasant side effect.</p><p></p><p>In 3e the reward paradigm started to shift toward xp and level-ups and gaining more powers/abilities, but wealth and items remained important; so there's almost a dual-reward system going on.</p><p></p><p>4e-5e have entrenched that level-ups are the primary reward, with accumulating treasure having become the pleasant side effect.</p><p></p><p>Which means it's all about xp...and as most xp comes from combat this will push a play-style that optimizes a party for combat, which in turn means that as a significant part of said optimization they're quite logically going to want to rest at every possible opportunity. And that probably can't easily be fixed by rules alone, as to do so fights against the underlying design philosophy that puts levelling up as the game's primary reward system.</p><p></p><p>So, [MENTION=12731]CapnZapp[/MENTION] , given this, I don't think that just attacking the rules is going to get you very far. I think you want to take your attack deeper, and tackle the underlying philosophy and reward system. Fix this, and the rules will then work for you rather than against you.</p><p></p><p>======================================</p><p></p><p>Someone (or several someones? I forget) have brought up a solution idea whereby there needs to be a hard-coded certain number of encounters between rests. A vaild argument against this is that it makes no sense if those encounters are days apart.</p><p></p><p>So, what about also introducing a time element. Something like "you can't short-rest until <strong>x</strong> encounters or <strong>y</strong> hours (whichever comes first) have passed since your last rest of any kind" and "between one midnight and the next you may only start one long-rest". "x" and "y" here can be dialled to suit one's preference - my first notion was 3 encounters and 6 hours but that's right off the cuff without any thought at all.</p><p></p><p>This isn't perfect (and nor is any other solution involving encounter tracking) for two reasons:</p><p></p><p>1. What defines an encounter? (this was a big problem with 4e design as well)</p><p>2. How does it work if only part of the party is involved in something while the others are not? (e.g. Thief and Ranger go ahead to scout, while they're away the remainder of party gets attacked but wins, then scouts return - now you've got uneven encounter numbers within the party...messy)</p><p></p><p>Lan-"I'm really beginning to think short-rest recovery mechanics of any kind are simply a headache looking for a place to happen"</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7126548, member: 29398"] Quite true for 1 and 3; but not so for 2 which has pretty much been the case since time immemorial I think, if one counts study/prayer time in as an extension of the rest (so, maybe a 10-hour break instead of 8). Absolutely right; and this gets right after something I've brought up in the "consequences and rewards" thread: Before 3e the primary in-game reward was treasure and character wealth (along with the status it could bring, etc.). Levelling up was not much more than a pleasant side effect. In 3e the reward paradigm started to shift toward xp and level-ups and gaining more powers/abilities, but wealth and items remained important; so there's almost a dual-reward system going on. 4e-5e have entrenched that level-ups are the primary reward, with accumulating treasure having become the pleasant side effect. Which means it's all about xp...and as most xp comes from combat this will push a play-style that optimizes a party for combat, which in turn means that as a significant part of said optimization they're quite logically going to want to rest at every possible opportunity. And that probably can't easily be fixed by rules alone, as to do so fights against the underlying design philosophy that puts levelling up as the game's primary reward system. So, [MENTION=12731]CapnZapp[/MENTION] , given this, I don't think that just attacking the rules is going to get you very far. I think you want to take your attack deeper, and tackle the underlying philosophy and reward system. Fix this, and the rules will then work for you rather than against you. ====================================== Someone (or several someones? I forget) have brought up a solution idea whereby there needs to be a hard-coded certain number of encounters between rests. A vaild argument against this is that it makes no sense if those encounters are days apart. So, what about also introducing a time element. Something like "you can't short-rest until [B]x[/B] encounters or [B]y[/B] hours (whichever comes first) have passed since your last rest of any kind" and "between one midnight and the next you may only start one long-rest". "x" and "y" here can be dialled to suit one's preference - my first notion was 3 encounters and 6 hours but that's right off the cuff without any thought at all. This isn't perfect (and nor is any other solution involving encounter tracking) for two reasons: 1. What defines an encounter? (this was a big problem with 4e design as well) 2. How does it work if only part of the party is involved in something while the others are not? (e.g. Thief and Ranger go ahead to scout, while they're away the remainder of party gets attacked but wins, then scouts return - now you've got uneven encounter numbers within the party...messy) Lan-"I'm really beginning to think short-rest recovery mechanics of any kind are simply a headache looking for a place to happen" [/QUOTE]
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