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General Tabletop Discussion
*Dungeons & Dragons
Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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<blockquote data-quote="tetrasodium" data-source="post: 9005280" data-attributes="member: 93670"><p>When you start going back to 2e & earlier it took long enough & the system was lethal enough that resting was pretty much "I think we are probably pretty run down. We should probably pull back & find somehere to rest up "->[events pass] ->"Ok you guys made it back to town, you don't encounter any issues in the days/weeks it takes you to rest up but you spend level TIMES X on your living expenses each day" 3.x was a little faster with the addition of CLW wands but those were also important to cover between fight healing & the GM could trivially just say that a vendor was out of stock on them or that they only had the one left in stock. In 3.x (but not really 1e/2e because spell recovery was too slow) a cleric could speed it up by dumping spell slots into healing, but doing that left the cleric feeling like deadweight absent all of those spell slots and/or stuck with a sheet full of cure spells instead of anything useful in a fight if there was an interruption; that made the cleric have reason to push for making sure that the GM agreed now/here was a good place to rest.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9005280, member: 93670"] When you start going back to 2e & earlier it took long enough & the system was lethal enough that resting was pretty much "I think we are probably pretty run down. We should probably pull back & find somehere to rest up "->[events pass] ->"Ok you guys made it back to town, you don't encounter any issues in the days/weeks it takes you to rest up but you spend level TIMES X on your living expenses each day" 3.x was a little faster with the addition of CLW wands but those were also important to cover between fight healing & the GM could trivially just say that a vendor was out of stock on them or that they only had the one left in stock. In 3.x (but not really 1e/2e because spell recovery was too slow) a cleric could speed it up by dumping spell slots into healing, but doing that left the cleric feeling like deadweight absent all of those spell slots and/or stuck with a sheet full of cure spells instead of anything useful in a fight if there was an interruption; that made the cleric have reason to push for making sure that the GM agreed now/here was a good place to rest. [/QUOTE]
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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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