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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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<blockquote data-quote="Willie the Duck" data-source="post: 9005246" data-attributes="member: 6799660"><p>In general, I am sympathetic to the notion of readdressing the recharge mechanics of the game. I don't feel that there really was* 'a plan' on this since 1974 and not everyone took up the <em>'if you go rest, you are done for the evening, and in the meantime the dungeon will react and/or my other group might come and take all the treasure'</em> method Gary and crew theoretically used. The balance of power between people with always-on abilities and those that get used up (and the balance between high-HP and high-AC fighter-types) has always* been dependent on how frequently the group is allowed to recharge without serious consequences (sometimes leading to other verisimilitude breaks like doom clocks where they make no sense).</p><p><span style="font-size: 9px">*excepting 4e and 13A, which both hit nerves for people by being inherently gamist conceits.</span></p><p></p><p>That said, well first of all I agree with everyone else who said chugging mana potions isn't their idea of better verisimilitude*. Second to that, if you are going to readdress the rest/recharge system, readress the fundamental assumption that underpin it and/or proceed from it:</p><p><span style="font-size: 9px">*where does the big bad NPC who lives in the abandoned temple cut off from civilization get their mana potion renewal? </span></p><ul> <li data-xf-list-type="ul">Spells** are generally powerful on a per-day level (to make them worth giving up high hp/AC/at-will attacks/etc.), but not overly grand in scope unless they also have a costly component or the like. Should that change? Should there be spells that take a week to cast/recharge from? Months? Should spells be weaker but casters more rugged or be able to do most of them at will? Should there be spells with other riders to balance them (uses a 3rd level slot, but locks a 2nd level slot after you use it as a cooldown). If spells don't recharge during a rest, Should they each recharge individually (cooldowns, or individual prep)?<span style="font-size: 9px">**excepting cantrips and ritual spells</span></li> <li data-xf-list-type="ul">Martials have started getting per-rest abilities alongside casters. Should that be reconsidered? One D&D's weapon system seems to include special abilities which proc under certain circumstances (right weapon, right target type), would that be a better model? Would they be better with something like 3E psionics focus quality (action taken to establish focus, once focused either gain benefit or expend for other benefit)?</li> <li data-xf-list-type="ul">Hit points are still going to be a resource generally recovered by rest unless we change that. Do you look at that? Perhaps HP really do mostly equal combat luck and each battle the coffers refill (add lingering would and 'grievously injured' status effects).</li> </ul><p>All that is just spit-balling ideas, but the point is -- assessing whether the D&D recharge system works well for you is not a bad idea, but then don't just stick another poorly aligned patch on the thing, break down the entire assumption chain and reassess what you're really looking for in total (at which point you're designing your own system, I guess).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9005246, member: 6799660"] In general, I am sympathetic to the notion of readdressing the recharge mechanics of the game. I don't feel that there really was* 'a plan' on this since 1974 and not everyone took up the [I]'if you go rest, you are done for the evening, and in the meantime the dungeon will react and/or my other group might come and take all the treasure'[/I] method Gary and crew theoretically used. The balance of power between people with always-on abilities and those that get used up (and the balance between high-HP and high-AC fighter-types) has always* been dependent on how frequently the group is allowed to recharge without serious consequences (sometimes leading to other verisimilitude breaks like doom clocks where they make no sense). [SIZE=1]*excepting 4e and 13A, which both hit nerves for people by being inherently gamist conceits.[/SIZE] That said, well first of all I agree with everyone else who said chugging mana potions isn't their idea of better verisimilitude*. Second to that, if you are going to readdress the rest/recharge system, readress the fundamental assumption that underpin it and/or proceed from it: [SIZE=1]*where does the big bad NPC who lives in the abandoned temple cut off from civilization get their mana potion renewal? [/SIZE] [LIST] [*]Spells** are generally powerful on a per-day level (to make them worth giving up high hp/AC/at-will attacks/etc.), but not overly grand in scope unless they also have a costly component or the like. Should that change? Should there be spells that take a week to cast/recharge from? Months? Should spells be weaker but casters more rugged or be able to do most of them at will? Should there be spells with other riders to balance them (uses a 3rd level slot, but locks a 2nd level slot after you use it as a cooldown). If spells don't recharge during a rest, Should they each recharge individually (cooldowns, or individual prep)?[SIZE=1]**excepting cantrips and ritual spells[/SIZE] [*]Martials have started getting per-rest abilities alongside casters. Should that be reconsidered? One D&D's weapon system seems to include special abilities which proc under certain circumstances (right weapon, right target type), would that be a better model? Would they be better with something like 3E psionics focus quality (action taken to establish focus, once focused either gain benefit or expend for other benefit)? [*]Hit points are still going to be a resource generally recovered by rest unless we change that. Do you look at that? Perhaps HP really do mostly equal combat luck and each battle the coffers refill (add lingering would and 'grievously injured' status effects). [/LIST] All that is just spit-balling ideas, but the point is -- assessing whether the D&D recharge system works well for you is not a bad idea, but then don't just stick another poorly aligned patch on the thing, break down the entire assumption chain and reassess what you're really looking for in total (at which point you're designing your own system, I guess). [/QUOTE]
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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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