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General Tabletop Discussion
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Should short rest be an hour long?
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<blockquote data-quote="Arial Black" data-source="post: 6964951" data-attributes="member: 6799649"><p>In the party we have a wizard and a cleric. We've reached level 5, and we've had 3 encounters since our last long rest.</p><p></p><p>Then the wizard gets killed. No problem, I'll roll up a new one.</p><p></p><p>After the party have 5 more encounters, the cleric has had 8 encounters since his last long rest, and the new wizard has had only 5.</p><p></p><p>So, the cleric gets his long rest and all his slots back, but the wizard....doesn't.</p><p></p><p>The wizard takes an <em>entire year</em> off from adventuring, eating well and sleeping safely on soft pillows.</p><p></p><p>But he doesn't get a long rest; doesn't get any slots back, because he hasn't had enough baddies trying to kill him.</p><p></p><p>I prefer systems which make sense. I like campaigns where your decisions, for good or ill, have consequences that can be anticipated (largely) by thinking things through beforehand. This can only happen when cause and effect work as they should. If I choose to drop a ball, I can predict that it will fall. If it sometimes does and sometimes doesn't and I cannot predict which, then I cannot make any plans around dropping a ball.</p><p></p><p>If I know that getting a good night's rest will restore my slots, then I can take steps to ensure that I get a good night's rest. If a good night's rest might or might not, then why should I bother trying.</p><p></p><p>At least 'resting' has some sensible relationship with 'recovering'. A system where you recover by having more encounters but don't recover by resting doesn't make much sense, but if that is how this world works then the players would adapt their play to that environment.</p><p></p><p>What, we've only had 5 encounters, and we need to recover spell slots? Quick, start a fight with a random, soft-looking passer-by, and our slots will come back! Don't waste your money on rooms at the inn; sleeping in a soft bed doesn't get your slots back.</p></blockquote><p></p>
[QUOTE="Arial Black, post: 6964951, member: 6799649"] In the party we have a wizard and a cleric. We've reached level 5, and we've had 3 encounters since our last long rest. Then the wizard gets killed. No problem, I'll roll up a new one. After the party have 5 more encounters, the cleric has had 8 encounters since his last long rest, and the new wizard has had only 5. So, the cleric gets his long rest and all his slots back, but the wizard....doesn't. The wizard takes an [i]entire year[/i] off from adventuring, eating well and sleeping safely on soft pillows. But he doesn't get a long rest; doesn't get any slots back, because he hasn't had enough baddies trying to kill him. I prefer systems which make sense. I like campaigns where your decisions, for good or ill, have consequences that can be anticipated (largely) by thinking things through beforehand. This can only happen when cause and effect work as they should. If I choose to drop a ball, I can predict that it will fall. If it sometimes does and sometimes doesn't and I cannot predict which, then I cannot make any plans around dropping a ball. If I know that getting a good night's rest will restore my slots, then I can take steps to ensure that I get a good night's rest. If a good night's rest might or might not, then why should I bother trying. At least 'resting' has some sensible relationship with 'recovering'. A system where you recover by having more encounters but don't recover by resting doesn't make much sense, but if that is how this world works then the players would adapt their play to that environment. What, we've only had 5 encounters, and we need to recover spell slots? Quick, start a fight with a random, soft-looking passer-by, and our slots will come back! Don't waste your money on rooms at the inn; sleeping in a soft bed doesn't get your slots back. [/QUOTE]
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Should short rest be an hour long?
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