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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7180918" data-attributes="member: 29398"><p>Which would then allow for some de-nerfing in other areas without blowing up balance too badly. </p><p></p><p>I'd tweak it to say that you can't take non-melee reactions on your turn, but otherwise this is a simple solve.</p><p></p><p>I wonder, in an abstract and unclear sort of way, whether the whole lot of this - x-encounter day, somewhat hard-coded resting rules, significant benefits from resting - are an intentional attempt by the designers to enforce a certain (rather fast) pace of play, and whether some people are kind of pushing back against this without fully realizing it.</p><p></p><p>It's as if the designers looked at, say, 1e resting, where you'd sometimes need to rest for a week or more in order to fully recover; and then looked at, say, 4e resting, where other than dailies everything is refreshed very quickly; and decided to lean hard toward the 4e pacing: little resting and then on with the action.</p><p></p><p>This is, I suppose, fine for dungeon crawling where things can be fast-paced and every room holds a threat, but as other have noted it falls apart when the pace of the in-game action slows down. Wilderness adventuring, long-distance travel, full-on sandboxing, any time the PCs are doing more exploration than anything else...they're always over-rested unless the DM kitbashes the resting rules.</p><p></p><p>And I'm not sure there's a hard-rules solution for this that would still work as desired in the dungeon-crawly bits. But it's worth analyzing...maybe?</p><p></p><p>Lan-"none shall rest till the dead are made dead"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7180918, member: 29398"] Which would then allow for some de-nerfing in other areas without blowing up balance too badly. I'd tweak it to say that you can't take non-melee reactions on your turn, but otherwise this is a simple solve. I wonder, in an abstract and unclear sort of way, whether the whole lot of this - x-encounter day, somewhat hard-coded resting rules, significant benefits from resting - are an intentional attempt by the designers to enforce a certain (rather fast) pace of play, and whether some people are kind of pushing back against this without fully realizing it. It's as if the designers looked at, say, 1e resting, where you'd sometimes need to rest for a week or more in order to fully recover; and then looked at, say, 4e resting, where other than dailies everything is refreshed very quickly; and decided to lean hard toward the 4e pacing: little resting and then on with the action. This is, I suppose, fine for dungeon crawling where things can be fast-paced and every room holds a threat, but as other have noted it falls apart when the pace of the in-game action slows down. Wilderness adventuring, long-distance travel, full-on sandboxing, any time the PCs are doing more exploration than anything else...they're always over-rested unless the DM kitbashes the resting rules. And I'm not sure there's a hard-rules solution for this that would still work as desired in the dungeon-crawly bits. But it's worth analyzing...maybe? Lan-"none shall rest till the dead are made dead"-efan [/QUOTE]
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