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Tasha’s cauldron character thread
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<blockquote data-quote="clearstream" data-source="post: 8129067" data-attributes="member: 71699"><p>I agree that context influences ideal rest duration. Some might like to have mutable long rest lengths. I favour fixed and seem to have found a value that - at least for my narratives - works very well.</p><p></p><p></p><p>When it comes to strategic power, my experience has been that a longer and less interruptable long rest creates interesting problems for players. I guess that entails an argument that strategic power is not an ends in itself, but only worth having if there are interesting problems to overcome. It's easy to give players power. Making them feel like they have authentically overcome challenges is another thing.</p><p></p><p>To my taste, the longer rest also produces a more reasonable magical-economy... but let's face it, fantasy world economies are unlikely to be much more than on-surface plausible! So I would make no great claims about it. The obvious example is on revival magic, which for me becomes far more interesting when it is less available. (It wouldn't surprise me though, to find a DM running a very interesting world where dying was in fact very hard to achieve.)</p><p></p><p>As an aside, there is a tension between empowering players and challenging them. The choices made produce pay offs in different places.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8129067, member: 71699"] I agree that context influences ideal rest duration. Some might like to have mutable long rest lengths. I favour fixed and seem to have found a value that - at least for my narratives - works very well. When it comes to strategic power, my experience has been that a longer and less interruptable long rest creates interesting problems for players. I guess that entails an argument that strategic power is not an ends in itself, but only worth having if there are interesting problems to overcome. It's easy to give players power. Making them feel like they have authentically overcome challenges is another thing. To my taste, the longer rest also produces a more reasonable magical-economy... but let's face it, fantasy world economies are unlikely to be much more than on-surface plausible! So I would make no great claims about it. The obvious example is on revival magic, which for me becomes far more interesting when it is less available. (It wouldn't surprise me though, to find a DM running a very interesting world where dying was in fact very hard to achieve.) As an aside, there is a tension between empowering players and challenging them. The choices made produce pay offs in different places. [/QUOTE]
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