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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7191181" data-attributes="member: 996"><p>Actually, I feel like the short rest isn't short enough for a dungeon crawl. JMHO. The 'gritty' rest times seem OK for modest journeys. But they're not presented as 'use this for 'standard' dungeons, use that for hexcrawling, they're presented as, rule, alternate module, pick one.</p><p></p><p> Except, you really don't. Sure, it's mechanical consistency for everyone to always 'ding' after 8 hours 'round the campfire. But consistency within the setting? Not so much: it'd be perfectly consistent for a night's sleep out on a glacier to grant very little benefit compared to a night in a comfy inn, for and extreme instance. </p><p></p><p>For that matter, a night in a comfy inn spent partying until first light wouldn't exactly be restful, either... <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> Balance doesn't have victims, the point of balance is that choices co-exist within the system, no one is sacrificed to achieve that, quite the opposite it's more inclusive, imbalance removes choices from the game, and potentially drives away the players who end up under-served by the result. </p><p></p><p>Balance in a game is like Quality in any complex product, /perfect/ is unattainable, but better can always be worked towards. No one ever worries that their product quality is too high, they worry it's been too expensive to attain, but not "Damn, quality is too high, scrap this batch and run 'em again, and don't be so careful this time!"</p><p></p><p> Yep. It's like rewards for system mastery, that way. The DM can always vary encounter difficulty radically. The PC's choices can impact it significantly. Both, no matter how well the system helps the DM estimate difficulty, which is all encounter guidelines do, provide the DM with a tool to estimate. Making that tool less dependable is not a good thing.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7191181, member: 996"] Actually, I feel like the short rest isn't short enough for a dungeon crawl. JMHO. The 'gritty' rest times seem OK for modest journeys. But they're not presented as 'use this for 'standard' dungeons, use that for hexcrawling, they're presented as, rule, alternate module, pick one. Except, you really don't. Sure, it's mechanical consistency for everyone to always 'ding' after 8 hours 'round the campfire. But consistency within the setting? Not so much: it'd be perfectly consistent for a night's sleep out on a glacier to grant very little benefit compared to a night in a comfy inn, for and extreme instance. For that matter, a night in a comfy inn spent partying until first light wouldn't exactly be restful, either... ;) Balance doesn't have victims, the point of balance is that choices co-exist within the system, no one is sacrificed to achieve that, quite the opposite it's more inclusive, imbalance removes choices from the game, and potentially drives away the players who end up under-served by the result. Balance in a game is like Quality in any complex product, /perfect/ is unattainable, but better can always be worked towards. No one ever worries that their product quality is too high, they worry it's been too expensive to attain, but not "Damn, quality is too high, scrap this batch and run 'em again, and don't be so careful this time!" Yep. It's like rewards for system mastery, that way. The DM can always vary encounter difficulty radically. The PC's choices can impact it significantly. Both, no matter how well the system helps the DM estimate difficulty, which is all encounter guidelines do, provide the DM with a tool to estimate. Making that tool less dependable is not a good thing. [/QUOTE]
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