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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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<blockquote data-quote="Remathilis" data-source="post: 9007071" data-attributes="member: 7635"><p>Give me an example of what the PCs should be gathering. Are we talking kingsfoil and deer blood, essence from leylines, displacer beast tendrils and owlbear beaks, or the souls of their fallen foes? </p><p></p><p>Next, what are you thinking the average success ratio should be? Will finding needed resources (and being able to craft/refine them) be an easy or a difficult process? How much time would the process take? (Weeks, days, hours?)</p><p></p><p>I've played MMOs where a large portion of the gameplay loop is going out to harvest wood, metal, plants, and the like, refining it, and then creating new weapons or potions with them. Each step in the gather, refine and craft loop having a chance of failure depending on the characters skill and item being created and difficulty of acquisition tied to rarity (rare items spawn less frequently) and location (powerful items spawn in more dangerous places). </p><p></p><p>(Said MMOs also have full PvP, but that's not relevant for this discussion except to add a further element of scarcity and danger to the mix.)</p><p></p><p>I'm interested to see how you envision this working beyond a vague gesturing towards dice rolls...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9007071, member: 7635"] Give me an example of what the PCs should be gathering. Are we talking kingsfoil and deer blood, essence from leylines, displacer beast tendrils and owlbear beaks, or the souls of their fallen foes? Next, what are you thinking the average success ratio should be? Will finding needed resources (and being able to craft/refine them) be an easy or a difficult process? How much time would the process take? (Weeks, days, hours?) I've played MMOs where a large portion of the gameplay loop is going out to harvest wood, metal, plants, and the like, refining it, and then creating new weapons or potions with them. Each step in the gather, refine and craft loop having a chance of failure depending on the characters skill and item being created and difficulty of acquisition tied to rarity (rare items spawn less frequently) and location (powerful items spawn in more dangerous places). (Said MMOs also have full PvP, but that's not relevant for this discussion except to add a further element of scarcity and danger to the mix.) I'm interested to see how you envision this working beyond a vague gesturing towards dice rolls... [/QUOTE]
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Rests should be dropped. Stop conflating survival mechanics with resource recovery.
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