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The Healing Spirit Nerf=Complete Overkill
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<blockquote data-quote="clearstream" data-source="post: 8190455" data-attributes="member: 71699"><p>If that were to be the direction taken, I would really wonder if it wouldn't be easier to connect ability refreshes with XP.</p><p></p><p>The DMG has guidelines for sessions per level, encounters per session, encounters per ability refresh (i.e. rest), and XP per encounter. Given these facts, we can estimate ranges for encounters per level and refreshes per level. It looks straightforward to go from such estimated ranges to a formal mechanic that gives characters refreshes on the basis of level advancement. Let's call that resource rest dice.</p><p></p><p>Upon gaining a level, a character would lose any unspent rest dice. They would then gain a number of rest dice based on the derived values for encounters and adventuring days. At level one, that might be 3x short-rest dice and 2x long-rest die. It's up to each character how they spend them. There might be a short in-world time cost to use them - e.g. 10 minutes to spend a short-rest die and 1 hour to spend a long-rest die. That would come out of play-testing. My intuition at this stage is simply that they should not be free+instant to use.</p><p></p><p>This system is quite "game-y" but on the other hand it hard-locks resource refreshes to expected rates of resource use based on the expected number encounters for a character to advance through levels. There would need to be a balancing mechanic to avoid degeneracy around dumping dice when you are about to level. Either the dice can be used for something else (e.g. traded in for inspiration?) or as I suggested it does take a little time to use them. Maybe both.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8190455, member: 71699"] If that were to be the direction taken, I would really wonder if it wouldn't be easier to connect ability refreshes with XP. The DMG has guidelines for sessions per level, encounters per session, encounters per ability refresh (i.e. rest), and XP per encounter. Given these facts, we can estimate ranges for encounters per level and refreshes per level. It looks straightforward to go from such estimated ranges to a formal mechanic that gives characters refreshes on the basis of level advancement. Let's call that resource rest dice. Upon gaining a level, a character would lose any unspent rest dice. They would then gain a number of rest dice based on the derived values for encounters and adventuring days. At level one, that might be 3x short-rest dice and 2x long-rest die. It's up to each character how they spend them. There might be a short in-world time cost to use them - e.g. 10 minutes to spend a short-rest die and 1 hour to spend a long-rest die. That would come out of play-testing. My intuition at this stage is simply that they should not be free+instant to use. This system is quite "game-y" but on the other hand it hard-locks resource refreshes to expected rates of resource use based on the expected number encounters for a character to advance through levels. There would need to be a balancing mechanic to avoid degeneracy around dumping dice when you are about to level. Either the dice can be used for something else (e.g. traded in for inspiration?) or as I suggested it does take a little time to use them. Maybe both. [/QUOTE]
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The Healing Spirit Nerf=Complete Overkill
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