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Solving the 5MWD
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<blockquote data-quote="FrogReaver" data-source="post: 7840336" data-attributes="member: 6795602"><p>1. Based on what you are saying the random aspect can basically be disregarded in terms of it's effects on the 5MWD. That's good to know. </p><p></p><p>2. All you've done is shifted the questions to - what is the starting dc I should make a check at and at what rate should the DC increase. It's the same root problem about the same how many rests per day do I want the party to reasonably take.</p><p></p><p></p><p></p><p>That put it closer to being a 1/20 chance of occurring. That's still a pretty big chance for the first "rest" of the adventure to cause you 3 levels of exhaustion. IMO.</p><p></p><p></p><p></p><p>Depends on the rate of encounters occurring during that travel... no?</p><p></p><p></p><p></p><p>That's something I hadn't thought much about but which I definitely dislike. Higher level PC's having an easier time recovering resources. Seems strange and seems to serve no purpose.</p><p></p><p></p><p></p><p>Sure, but part of my interest is why you chose the parameters you did that it's been working in your games for the past 2 years. Why did you choose 3 levels of exhaustion?</p><p></p><p></p><p></p><p></p><p></p><p>Any adventure where you are relatively close to the long rest site. </p><p></p><p>One example: a city adventure with tunnels owned by different factions under the city. Fairly easy to just go rest in the city at any given point.</p><p></p><p>Another example: exploring a dungeon that's within 24 hours of a long rest site.</p><p></p><p>All of these kinds of scenarios still suffer the same exact 5MWD abuse present in the original system - albeit with a little more time to allow fictional events to naturally unfold.</p><p></p><p></p><p></p><p>But it certainly is possible that you get to the long rest site, rest, go back to the dungeon, have a fight, go back to the long rest site, rest, repeat.</p><p></p><p></p><p></p><p>3 levels of axhaustion is a pretty big deal. </p><p></p><p></p><p></p><p>In a lot of scenarios it's even more forgiving than default 5e. A travel rest comes very close in practice to a long rest - but you can take a 2nd one if needed </p><p></p><p></p><p></p><p>It's not that it's not appealing. it's that they aren't doing this for in fiction reasons. They instead are doing it metagame toward their recovery abilities.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7840336, member: 6795602"] 1. Based on what you are saying the random aspect can basically be disregarded in terms of it's effects on the 5MWD. That's good to know. 2. All you've done is shifted the questions to - what is the starting dc I should make a check at and at what rate should the DC increase. It's the same root problem about the same how many rests per day do I want the party to reasonably take. That put it closer to being a 1/20 chance of occurring. That's still a pretty big chance for the first "rest" of the adventure to cause you 3 levels of exhaustion. IMO. Depends on the rate of encounters occurring during that travel... no? That's something I hadn't thought much about but which I definitely dislike. Higher level PC's having an easier time recovering resources. Seems strange and seems to serve no purpose. Sure, but part of my interest is why you chose the parameters you did that it's been working in your games for the past 2 years. Why did you choose 3 levels of exhaustion? Any adventure where you are relatively close to the long rest site. One example: a city adventure with tunnels owned by different factions under the city. Fairly easy to just go rest in the city at any given point. Another example: exploring a dungeon that's within 24 hours of a long rest site. All of these kinds of scenarios still suffer the same exact 5MWD abuse present in the original system - albeit with a little more time to allow fictional events to naturally unfold. But it certainly is possible that you get to the long rest site, rest, go back to the dungeon, have a fight, go back to the long rest site, rest, repeat. 3 levels of axhaustion is a pretty big deal. In a lot of scenarios it's even more forgiving than default 5e. A travel rest comes very close in practice to a long rest - but you can take a 2nd one if needed It's not that it's not appealing. it's that they aren't doing this for in fiction reasons. They instead are doing it metagame toward their recovery abilities. [/QUOTE]
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