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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7184087" data-attributes="member: 996"><p>No, just shifting of the problem. Now you've gone from not being able to run a slow-paced hex-crawl without issues to not being able to run a fast-paced dungeon raid without issues. </p><p></p><p>5e presents some things, like MCing & Feats, as options that the DM can flick on or off, and others, like the core resolution mechanic, as things he can rule on case by case. The problem is that rest timing is the former, when the cleaning up after the elephant in the room requires the latter.</p><p></p><p> That's not an example. If it's an example, what party are we talking about? Is it Regdar, Lidda, Mialee & Jozan? <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> True, of course. For that matter, a 6-8 Encounter day with no short rest would also have serious issues, as would an 8-encounter day with 7 short rests. </p><p></p><p>Because of the notorious 5MWD, encounters/day is very much the focus, but short rests/long rest is also critical.</p><p></p><p></p><p></p><p>I've seen the tripling (or doubling) suggestion before, and it seems roughly workable on the surface. There isn't a strict daily allotment for short-rest resources, though, the guideline is not too strong, but seems to be 2-3. That'd be tripling or quadrupling short-rest resources to make them 'daily,' which is a lot (especially for the warlock, like, wow). </p><p></p><p>Anyway, in a dialed-up, very deadly encounter, the party will have to drop its most powerful resources to turn the tide quickly and have a chance at survival, which means being able to drop a short-rest ability 6 times instead of 2 might not make much difference, while being able to toss your 2 or 3 most powerful daily recharge abilities might make all the difference. </p><p></p><p>The 'healing surge' idea, bringing use-on-a-short-rest HD into it, as well as recharge-on-a-short rest, would help get you a long enough combat for that to all shake out. So that's a new wrinkle on the idea. Without it, an encounter that's tough enough to challenge the party is tough enough to wipe it out if it's not wiped out by the party's 'nova.' With it, you can make a very tough encounter, indeed, and the party can stay alive long enough for those extra uses to matter.</p><p></p><p>Then there's still the odd daily resource like Rage that run for a whole encounter. Getting to 'blow them all in a big encounter' means little. </p><p></p><p>And, of course, it's 'dissociated' as all heck for those who care about such things -puts the idea of simply floating the time required to get rest benefits based on the situation & pacing of the campaign looks tame by comparison - but they wouldn't be trying to 'balance' anything, in the first place...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7184087, member: 996"] No, just shifting of the problem. Now you've gone from not being able to run a slow-paced hex-crawl without issues to not being able to run a fast-paced dungeon raid without issues. 5e presents some things, like MCing & Feats, as options that the DM can flick on or off, and others, like the core resolution mechanic, as things he can rule on case by case. The problem is that rest timing is the former, when the cleaning up after the elephant in the room requires the latter. That's not an example. If it's an example, what party are we talking about? Is it Regdar, Lidda, Mialee & Jozan? ;) True, of course. For that matter, a 6-8 Encounter day with no short rest would also have serious issues, as would an 8-encounter day with 7 short rests. Because of the notorious 5MWD, encounters/day is very much the focus, but short rests/long rest is also critical. I've seen the tripling (or doubling) suggestion before, and it seems roughly workable on the surface. There isn't a strict daily allotment for short-rest resources, though, the guideline is not too strong, but seems to be 2-3. That'd be tripling or quadrupling short-rest resources to make them 'daily,' which is a lot (especially for the warlock, like, wow). Anyway, in a dialed-up, very deadly encounter, the party will have to drop its most powerful resources to turn the tide quickly and have a chance at survival, which means being able to drop a short-rest ability 6 times instead of 2 might not make much difference, while being able to toss your 2 or 3 most powerful daily recharge abilities might make all the difference. The 'healing surge' idea, bringing use-on-a-short-rest HD into it, as well as recharge-on-a-short rest, would help get you a long enough combat for that to all shake out. So that's a new wrinkle on the idea. Without it, an encounter that's tough enough to challenge the party is tough enough to wipe it out if it's not wiped out by the party's 'nova.' With it, you can make a very tough encounter, indeed, and the party can stay alive long enough for those extra uses to matter. Then there's still the odd daily resource like Rage that run for a whole encounter. Getting to 'blow them all in a big encounter' means little. And, of course, it's 'dissociated' as all heck for those who care about such things -puts the idea of simply floating the time required to get rest benefits based on the situation & pacing of the campaign looks tame by comparison - but they wouldn't be trying to 'balance' anything, in the first place... [/QUOTE]
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