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Short Rest Recovery and Daily Endurance.
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<blockquote data-quote="Ovinomancer" data-source="post: 7022702" data-attributes="member: 16814"><p>I don't personally have an issue with the ability recharge mechanics of short/long rests. I don't want to run a game where the players are continually starved of resources, and I vary my encounter 'days' enough that my players don't expect the ability to nova/rest/nova/rest for either mechanic.</p><p></p><p>But, that said, I do have an issue with the hp recharge at the end of the day because it means that for me to allow my players to have access to abilities, I also have to make it so that there's zero pressure on their hitpoints. So, as a simple fix, I ditched the 'recover all hp on long rest' mechanic and added 'you can spend hitdice as you wish at the end of a long rest'. So, a long rest recharges all abilities, returns 1/2 hit dice, and allows you to spend those hit dice. This means that for short periods, the party is very robust hitpoint wise, and tactically capable, but for longer periods, they have to begin to be watchful on the hitpoint front.</p><p></p><p>I've just now implemented this, so we'll see how it goes, but I have high expectations.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7022702, member: 16814"] I don't personally have an issue with the ability recharge mechanics of short/long rests. I don't want to run a game where the players are continually starved of resources, and I vary my encounter 'days' enough that my players don't expect the ability to nova/rest/nova/rest for either mechanic. But, that said, I do have an issue with the hp recharge at the end of the day because it means that for me to allow my players to have access to abilities, I also have to make it so that there's zero pressure on their hitpoints. So, as a simple fix, I ditched the 'recover all hp on long rest' mechanic and added 'you can spend hitdice as you wish at the end of a long rest'. So, a long rest recharges all abilities, returns 1/2 hit dice, and allows you to spend those hit dice. This means that for short periods, the party is very robust hitpoint wise, and tactically capable, but for longer periods, they have to begin to be watchful on the hitpoint front. I've just now implemented this, so we'll see how it goes, but I have high expectations. [/QUOTE]
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