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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="Willie the Duck" data-source="post: 9005367" data-attributes="member: 6799660"><p><span style="font-size: 9px">Disclaimer: Anything 2e(/BECMI) and earlier, I always throw in the asterisk that I don't expect people to have played completely by the book.</span></p><p>I think this was really DM-dependent. I certainly know lots of people resting up out in the wilderness X hours away from the dungeon (or equivalent). At the levels where you were likely to be in that situation* a party with a cleric or two (who could re-prepare all their healing spells during the timeframe of a day not adventuring) could heal up (and then recharge healing spells) well within their ration-load time limit**. Yes, there were wilderness encounter checks, but the net-average damage per day had to be less than the expected healing rate, or else the party had no business entering the dungeon in the first place (since they would need all their resources for the trip home). </p><p><span style="font-size: 9px">*and in my experience how the game played out name-level and above was total group-dependent free-for-all.</span></p><p><span style="font-size: 9px">**and if there are living expenses per day for wilderness living, I never saw them enforced.</span></p><p></p><p></p><p>Yeah, 3e really changed depending on whether the group had discovered (and decided to use) the CLW-wand resource-limit-bypass. But yes, overall point is spot on: even in 3e, it was in peoples' interest to get the DM to declare this next spot past the last fight as safe to rest, recharging their per-days (and pulling the power balance towards them relative to those with at-will capacity).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9005367, member: 6799660"] [SIZE=1]Disclaimer: Anything 2e(/BECMI) and earlier, I always throw in the asterisk that I don't expect people to have played completely by the book.[/SIZE] I think this was really DM-dependent. I certainly know lots of people resting up out in the wilderness X hours away from the dungeon (or equivalent). At the levels where you were likely to be in that situation* a party with a cleric or two (who could re-prepare all their healing spells during the timeframe of a day not adventuring) could heal up (and then recharge healing spells) well within their ration-load time limit**. Yes, there were wilderness encounter checks, but the net-average damage per day had to be less than the expected healing rate, or else the party had no business entering the dungeon in the first place (since they would need all their resources for the trip home). [SIZE=1]*and in my experience how the game played out name-level and above was total group-dependent free-for-all. **and if there are living expenses per day for wilderness living, I never saw them enforced.[/SIZE] Yeah, 3e really changed depending on whether the group had discovered (and decided to use) the CLW-wand resource-limit-bypass. But yes, overall point is spot on: even in 3e, it was in peoples' interest to get the DM to declare this next spot past the last fight as safe to rest, recharging their per-days (and pulling the power balance towards them relative to those with at-will capacity). [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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