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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="Tony Vargas" data-source="post: 6577833" data-attributes="member: 996"><p>Short or long rests?</p><p></p><p>I ask because short rests were genuinely short, and neither were exactly new ideas.</p><p></p><p>More long rests than the 'fiction' would seem to indicate were already an endemic issue with D&D, since the very beginning. The 15min workday was familiar from the early days of the game when the party would run out of hps and the Cleric's few Cure Light Wounds spells and have to take a 'day' (4 hrs + 15 min/spell level or 8 hrs depending on the DM) off for the Cleric, at minimum, to get more spells, possibly two or more cycles of memorizing & casting all Cure Light Wounds. Nothing much happened to change the 15min workday in 2e, and in 3e it was ameliorated only by the prevalence of WoCLW (while further abetted by 'nova' tactics). 4e still had daily powers - and, while it had fewer of them, overall, all classes had them, so there was little net reduction in the 5MWD impulse, it just didn't impact class balance as severely.</p><p></p><p>Short rests go back to 1e, though it was never anything unusual for parties to stop and loot bodies, dole out healing, and search rooms and so forth after every battle. In 1e, dungeon exploration progressed in 10 minute turns. If there was a combat, it consumed a whole turn, even if it was over in less than 10 rounds - the remainder of the time was assumed spent resting, mending armor, binding wounds, &c. It was a fairly obscure rule, but it was there. The WoCLW brought back short rests with a vengeance, in 3e, and in 4e they were a formal, but fairly simple part of the system.</p><p></p><p>Yes, 4e assumed a short rest after most, if not virtually all encounters. Short rests were genuinely short, and re-charged very important resources, so it would take severe time pressure to make skipping them a good idea. It would also take severe time pressure to make them incongruous in the fiction.</p><p></p><p>Long rests should have been a lot more subject to any sense of urgency in the fiction, since they were 96 times as long. </p><p></p><p> That and AEDU putting everyone on about the same resource schedule, so that, even if the campaign did fall into a 5MWD rut - or a much more unusual overly-long-day rut - /class/ balanced wasn't unduly impacted.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6577833, member: 996"] Short or long rests? I ask because short rests were genuinely short, and neither were exactly new ideas. More long rests than the 'fiction' would seem to indicate were already an endemic issue with D&D, since the very beginning. The 15min workday was familiar from the early days of the game when the party would run out of hps and the Cleric's few Cure Light Wounds spells and have to take a 'day' (4 hrs + 15 min/spell level or 8 hrs depending on the DM) off for the Cleric, at minimum, to get more spells, possibly two or more cycles of memorizing & casting all Cure Light Wounds. Nothing much happened to change the 15min workday in 2e, and in 3e it was ameliorated only by the prevalence of WoCLW (while further abetted by 'nova' tactics). 4e still had daily powers - and, while it had fewer of them, overall, all classes had them, so there was little net reduction in the 5MWD impulse, it just didn't impact class balance as severely. Short rests go back to 1e, though it was never anything unusual for parties to stop and loot bodies, dole out healing, and search rooms and so forth after every battle. In 1e, dungeon exploration progressed in 10 minute turns. If there was a combat, it consumed a whole turn, even if it was over in less than 10 rounds - the remainder of the time was assumed spent resting, mending armor, binding wounds, &c. It was a fairly obscure rule, but it was there. The WoCLW brought back short rests with a vengeance, in 3e, and in 4e they were a formal, but fairly simple part of the system. Yes, 4e assumed a short rest after most, if not virtually all encounters. Short rests were genuinely short, and re-charged very important resources, so it would take severe time pressure to make skipping them a good idea. It would also take severe time pressure to make them incongruous in the fiction. Long rests should have been a lot more subject to any sense of urgency in the fiction, since they were 96 times as long. That and AEDU putting everyone on about the same resource schedule, so that, even if the campaign did fall into a 5MWD rut - or a much more unusual overly-long-day rut - /class/ balanced wasn't unduly impacted. [/QUOTE]
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