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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="hawkeyefan" data-source="post: 7180739" data-attributes="member: 6785785"><p>I'm not crazy about the exhaustion rules either, and rarely use them except in real edge cases. But I thought they would be suitable to evoke the feel I wanted while the PCs are on Athas. Let me also point out that i am using the rules loosely....applying levels of Exhaustion when it seems suitable, rather than working from a specific list of triggers for the condition. </p><p></p><p></p><p></p><p>Why not? The DMG gives suggestions for alterations to the rest mechanic, the same as they do for many other game elements. What more do you feel is needed in order for the Rest Mechanics to seem as meant for customization as other game elements. </p><p></p><p></p><p></p><p>I think the 5MWD is a phenomenon that will rear its head to any group at some point. It will be a bigger problem for some than for others, but likely still a problem. </p><p></p><p>I will say that it's not a major concern in my game. I think that is likely because I have players who recognize the impact that rest has on challenge. It may seem paradoxical to some, but my players are very tactical and "gamist" in their approach, but that's tempered by an understanding of story and its impact on the game. They don't ask to rest when it makes no sense except in a purely game-mechanical way. Essentially, their acknowledgement of elements beyond the mechanical rules helps to maintain a mechanical challenge for them. At least, that's one contributing factor. </p><p></p><p></p><p></p><p>Definitely. If a DM simply wants to alter the mechanics because he's found that his approach to the game means that players are not as challenged, then I think he should certainly consider doing so. I mentioned it in my post to [MENTION=23029]FL[/MENTION]exor the Mighty, but even just taking away the full HP restoration of a long rest and shifting things to Hit Dice only can be a significant change. It increases the importance in Hit Dice (which I've found are not as much a concern for my players as I might have expected at the start of 5E; they rarely need to use more than half and therefore, almost always recover all HD when they rest) and becomes another resource management dynamic, but still leaves a difference between Short and Long Rests.</p><p></p><p></p><p></p><p>Perhaps. I would say that "undermine" is too strong a term. I think they create the basic mechanic, but don't at all times require that all other aspects of the game must rigidly adhere to and fit with that basic mechanic, knowing it will work for most, and those who find an issue with it have the ability to alter it until it works for them. </p><p></p><p>I hope that makes sense....perhaps it seems a small distinction, but one which I think is important.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7180739, member: 6785785"] I'm not crazy about the exhaustion rules either, and rarely use them except in real edge cases. But I thought they would be suitable to evoke the feel I wanted while the PCs are on Athas. Let me also point out that i am using the rules loosely....applying levels of Exhaustion when it seems suitable, rather than working from a specific list of triggers for the condition. Why not? The DMG gives suggestions for alterations to the rest mechanic, the same as they do for many other game elements. What more do you feel is needed in order for the Rest Mechanics to seem as meant for customization as other game elements. I think the 5MWD is a phenomenon that will rear its head to any group at some point. It will be a bigger problem for some than for others, but likely still a problem. I will say that it's not a major concern in my game. I think that is likely because I have players who recognize the impact that rest has on challenge. It may seem paradoxical to some, but my players are very tactical and "gamist" in their approach, but that's tempered by an understanding of story and its impact on the game. They don't ask to rest when it makes no sense except in a purely game-mechanical way. Essentially, their acknowledgement of elements beyond the mechanical rules helps to maintain a mechanical challenge for them. At least, that's one contributing factor. Definitely. If a DM simply wants to alter the mechanics because he's found that his approach to the game means that players are not as challenged, then I think he should certainly consider doing so. I mentioned it in my post to [MENTION=23029]FL[/MENTION]exor the Mighty, but even just taking away the full HP restoration of a long rest and shifting things to Hit Dice only can be a significant change. It increases the importance in Hit Dice (which I've found are not as much a concern for my players as I might have expected at the start of 5E; they rarely need to use more than half and therefore, almost always recover all HD when they rest) and becomes another resource management dynamic, but still leaves a difference between Short and Long Rests. Perhaps. I would say that "undermine" is too strong a term. I think they create the basic mechanic, but don't at all times require that all other aspects of the game must rigidly adhere to and fit with that basic mechanic, knowing it will work for most, and those who find an issue with it have the ability to alter it until it works for them. I hope that makes sense....perhaps it seems a small distinction, but one which I think is important. [/QUOTE]
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