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The Healing Spirit Nerf=Complete Overkill
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<blockquote data-quote="Helldritch" data-source="post: 8189101" data-attributes="member: 6855114"><p>And that is pretty much the defining guideline of what an adventuring day should be. Doing anything less than the "suggested" number of encounters is not helping you to balance things out.</p><p>The adventuring day, as [USER=6788736]@Flamestrike[/USER] is not a real world day. The adventuring day could well be a week, a month or even a year.</p><p></p><p>The more I think of it.. why not call rest a resource now?</p><p>It could go along this line.</p><p>1) Each character has 4 Power regenerations (aka rest) between story point. Some abilities require only one Power regeneration to recover others take two Power regenerations. Power regenarations are recovered when the DM's predermined story points are reached.</p><p></p><p>2) Power regeneration can only be taken when out of combat.</p><p></p><p>3) In order to spend two Power regeneration, a character must have a safe haven to actually meditate/study/pray for a period of 8 hours to regenerate "daily" powers (which should be changed in name, let's say high abilities?)... </p><p></p><p>4) Any casters can spend a night to sleep to change its prepared spells. But spell slots require two Power regenerations to recover.</p><p> </p><p>Having rests outside of a time frame would allow for more play styles. Or at least, would make an easier narrative...</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8189101, member: 6855114"] And that is pretty much the defining guideline of what an adventuring day should be. Doing anything less than the "suggested" number of encounters is not helping you to balance things out. The adventuring day, as [USER=6788736]@Flamestrike[/USER] is not a real world day. The adventuring day could well be a week, a month or even a year. The more I think of it.. why not call rest a resource now? It could go along this line. 1) Each character has 4 Power regenerations (aka rest) between story point. Some abilities require only one Power regeneration to recover others take two Power regenerations. Power regenarations are recovered when the DM's predermined story points are reached. 2) Power regeneration can only be taken when out of combat. 3) In order to spend two Power regeneration, a character must have a safe haven to actually meditate/study/pray for a period of 8 hours to regenerate "daily" powers (which should be changed in name, let's say high abilities?)... 4) Any casters can spend a night to sleep to change its prepared spells. But spell slots require two Power regenerations to recover. Having rests outside of a time frame would allow for more play styles. Or at least, would make an easier narrative... What do you think? [/QUOTE]
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The Healing Spirit Nerf=Complete Overkill
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