Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Slow Rests: Anyone Tried It?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="keterys" data-source="post: 6371011" data-attributes="member: 43019"><p>Yep, good objection. Personally, I kinda wish the system instead just had long and short durations, and every long you trigger longs and every short shorts, and move on. But, D&D tries really hard to pretend it can be realistic, and that magic is totally unscientific but also follows stop watches <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think you're still missing the point, with this statement. Cause you could also just as easily have said "The down side is that warlocks will be INCREDIBLY unpopular since they only get 1 to 2 spell slots per day!"</p><p></p><p>Same number of slots per rest. Same everything. </p><p></p><p>Yep, you'd either want to count it as tougher or make everything that triggers per long time trigger per (new) long time.</p><p> </p><p>Doesn't make sense at all. Very few things are impacted by this change. Not every creature is a mummy.</p><p></p><p>Many classes already have mechanics to get resources back per short rest; applying more of them only starts to miss the point. What could make sense is instead that classes be able to adjust their prepared / memorized spells, to account for new situations, potentially. There's some argument to be made there. (Also some argument to be made for during normal short rests too)</p><p></p><p>Ie, it's reasonable to let someone adjust their spells prepared to deal with (curse, poison, disease, restorable things) over the course of time. It's also reasonable not to, since "spells known" folks have to cope without that freedom and not like there's really any recompense for that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Possibly make that longer than a couple hours, but sure.</p><p></p><p>That's a ton of potential resources. Especially when you consider things like Life Channel Div. Why is it so necessary to make the game so much easier? It's already pretty darn easy (except for 1st level, randomly).</p><p></p><p>Absolutely agree. I'm surprised you didn't make an argument for, say, one hit die per short rest.</p></blockquote><p></p>
[QUOTE="keterys, post: 6371011, member: 43019"] Yep, good objection. Personally, I kinda wish the system instead just had long and short durations, and every long you trigger longs and every short shorts, and move on. But, D&D tries really hard to pretend it can be realistic, and that magic is totally unscientific but also follows stop watches :) I think you're still missing the point, with this statement. Cause you could also just as easily have said "The down side is that warlocks will be INCREDIBLY unpopular since they only get 1 to 2 spell slots per day!" Same number of slots per rest. Same everything. Yep, you'd either want to count it as tougher or make everything that triggers per long time trigger per (new) long time. Doesn't make sense at all. Very few things are impacted by this change. Not every creature is a mummy. Many classes already have mechanics to get resources back per short rest; applying more of them only starts to miss the point. What could make sense is instead that classes be able to adjust their prepared / memorized spells, to account for new situations, potentially. There's some argument to be made there. (Also some argument to be made for during normal short rests too) Ie, it's reasonable to let someone adjust their spells prepared to deal with (curse, poison, disease, restorable things) over the course of time. It's also reasonable not to, since "spells known" folks have to cope without that freedom and not like there's really any recompense for that :) Possibly make that longer than a couple hours, but sure. That's a ton of potential resources. Especially when you consider things like Life Channel Div. Why is it so necessary to make the game so much easier? It's already pretty darn easy (except for 1st level, randomly). Absolutely agree. I'm surprised you didn't make an argument for, say, one hit die per short rest. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Slow Rests: Anyone Tried It?
Top