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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7148415" data-attributes="member: 29398"><p>Could be - depends on whether the desert trek is intended to be part of "the adventure" or just mostly-handwaved travel time with an occasional encounter to spice it up. (I'll guess we've all run both of these travel types at some point).</p><p></p><p>OK, I think I see where you're going here, and you might be on to something...sort of.</p><p></p><p>I don't see how this would play into an attrition or careful-resource-management type of adventure, but I guess it could be made to work.</p><p></p><p>But - but - but (as thought processes engage)...</p><p></p><p>I'm really starting to wonder if the issue isn't in fact resting at all, but instead that said resting does too much too often for the PCs in terms of resource recovery.</p><p></p><p>In and of itself, the short-rest long-rest model isn't really that bad a system - it's simple, somewhat elegant, and easy to grok for all involved. The problem is that the recovery or recharging of too many things (and in some cases too quickly) has been hard-tied to the resting mechanic, and a long rest pretty well fully reboots everyone. So, instead of having modules determine how often the PCs can rest, what about having the modules instead determine what if any resources can be recovered by resting while leaving the frequency of rests up to the whim of the PCs?</p><p></p><p>Just a thought...</p><p></p><p>Lan-"in other words, each module enforces its own level of grittiness"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7148415, member: 29398"] Could be - depends on whether the desert trek is intended to be part of "the adventure" or just mostly-handwaved travel time with an occasional encounter to spice it up. (I'll guess we've all run both of these travel types at some point). OK, I think I see where you're going here, and you might be on to something...sort of. I don't see how this would play into an attrition or careful-resource-management type of adventure, but I guess it could be made to work. But - but - but (as thought processes engage)... I'm really starting to wonder if the issue isn't in fact resting at all, but instead that said resting does too much too often for the PCs in terms of resource recovery. In and of itself, the short-rest long-rest model isn't really that bad a system - it's simple, somewhat elegant, and easy to grok for all involved. The problem is that the recovery or recharging of too many things (and in some cases too quickly) has been hard-tied to the resting mechanic, and a long rest pretty well fully reboots everyone. So, instead of having modules determine how often the PCs can rest, what about having the modules instead determine what if any resources can be recovered by resting while leaving the frequency of rests up to the whim of the PCs? Just a thought... Lan-"in other words, each module enforces its own level of grittiness"-efan [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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