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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="Yaarel" data-source="post: 9006064" data-attributes="member: 58172"><p>I have to see how the 2024 rest mechanics play out.</p><p></p><p>But I have been experimenting successfully with the following.</p><p></p><p>All rests are "short rests", namely a normal "rest". Whether a relaxing brunch or good night sleep, the benefit is a short rest.</p><p></p><p>But TWICE PER LEVEL, a player can choose to make one of these rests a "deep rest" with the benefit of "long rest" instead.</p><p></p><p></p><p></p><p>This simple mechanic keeps the same 5e encounters per level math, but allows me to completely decouple the narrative the adventure from any gamist mechanical constraint. If the adventure is on a ship and there are two combat encounters in a month. That is fine. If it is a dungeon crawl with twenty encounters in one day. That is fine too. Whatever makes sense to the adventure story. Only two "deep rests" per level, whenever one player wants it for ones own character.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9006064, member: 58172"] I have to see how the 2024 rest mechanics play out. But I have been experimenting successfully with the following. All rests are "short rests", namely a normal "rest". Whether a relaxing brunch or good night sleep, the benefit is a short rest. But TWICE PER LEVEL, a player can choose to make one of these rests a "deep rest" with the benefit of "long rest" instead. This simple mechanic keeps the same 5e encounters per level math, but allows me to completely decouple the narrative the adventure from any gamist mechanical constraint. If the adventure is on a ship and there are two combat encounters in a month. That is fine. If it is a dungeon crawl with twenty encounters in one day. That is fine too. Whatever makes sense to the adventure story. Only two "deep rests" per level, whenever one player wants it for ones own character. [/QUOTE]
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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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