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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Obryn" data-source="post: 7168717" data-attributes="member: 11821"><p>Yeah, again, that's not really how it's worked in practice. It's not like, "Stop everything, let's figure this out." It's really rapid-fire; I lay out what I'm thinking, if there's feedback, it's quick, and I either work it in or not.</p><p></p><p>It's way less time than we'd spend on, say, looking up spell blocks if we were running a game primitive enough where we had to do that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>As I said a few posts back, you can definitely come up with house rules. I laid out one potential workaround in my first post this thread - Tying resource refreshes directly to encounter pacing rather than sculpting the narrative to juggle both encounter pacing and rests.</p><p></p><p>Encounter pacing is crucial to game balance, particularly if you have characters who are using different resource refresh schedules. You can hack things together as you see fit. But I was explicitly talking about the game's defaults, not whether or not it was possible to houserule up a solution in your own game.</p><p></p><p>(I am also skeptical about the claim that doubling the XP budget results in an encounter that's merely twice as difficult.)</p><p></p><p>And yep, this has without a doubt been an issue with D&D back since the early days of the 15 MWD. The differences are that in 0e-2e, everyone used the cleric's refresh rate because that's how you got back your HP. And in 4e, everyone shared the refresh rate, so at least all the PCs were on a pretty even playing field on shorter and longer workdays.</p></blockquote><p></p>
[QUOTE="Obryn, post: 7168717, member: 11821"] Yeah, again, that's not really how it's worked in practice. It's not like, "Stop everything, let's figure this out." It's really rapid-fire; I lay out what I'm thinking, if there's feedback, it's quick, and I either work it in or not. It's way less time than we'd spend on, say, looking up spell blocks if we were running a game primitive enough where we had to do that. ;) As I said a few posts back, you can definitely come up with house rules. I laid out one potential workaround in my first post this thread - Tying resource refreshes directly to encounter pacing rather than sculpting the narrative to juggle both encounter pacing and rests. Encounter pacing is crucial to game balance, particularly if you have characters who are using different resource refresh schedules. You can hack things together as you see fit. But I was explicitly talking about the game's defaults, not whether or not it was possible to houserule up a solution in your own game. (I am also skeptical about the claim that doubling the XP budget results in an encounter that's merely twice as difficult.) And yep, this has without a doubt been an issue with D&D back since the early days of the 15 MWD. The differences are that in 0e-2e, everyone used the cleric's refresh rate because that's how you got back your HP. And in 4e, everyone shared the refresh rate, so at least all the PCs were on a pretty even playing field on shorter and longer workdays. [/QUOTE]
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