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General Tabletop Discussion
*Dungeons & Dragons
The Resting Mechanics - What Works Best?
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<blockquote data-quote="clearstream" data-source="post: 8542451" data-attributes="member: 71699"><p>Unfortunately I had to go with Other. Gritty Realism is nearly there, but not quite. These are the rules I have landed on over four years experimenting in play at my table with multiple options (some of which can still be found in older threads). I'll give each component of the rules I use in a quote-block, and explain why below each. Overall, my approach aims to create enough <strong>narrative space</strong> that I can easily as DM make resources, and time spend on rests, matter. It's a balance between fiction and crunch, that aims to feel natural in play.</p><p></p><p></p><p>Once we significantly lengthened short rests, we found that characters lacked a way to spend HD between fights. We also found that they really appreciated being able to level up if they'd earned it.</p><p></p><p></p><p>There's a lot going on here, and much of it is highly technical. With significantly lengthened rests, sleep becomes a more important and natural feeling means of recuperation. The XGE rules are used. HD and exhaustion recovery feels right in play attached to sleep. Remember you will sleep multiple times in the lengthened long rests, so the 1 HD / 1 level allowances are more than enough. Aspect of the Moon is improved. The mechanics also addresses snatching sleep in smaller increments.</p><p></p><p>Two elements are essentially idiosyncratic. I personally dislike the better-than-thou dark-visioning trancing nonsense, so trancing is not as good as it is per official rules across the Core and splatbooks. Magic items are attuned with sleep so that they cannot be found and attuned immediately, but don't have to wait for a "rest" (again, because those are lengthened).</p><p></p><p></p><p>With the above engineering in place, lengthening short rest to 1 day becomes straightforward.</p><p></p><p></p><p>Again straightforward. It needs to be 3-days because in play a ratio of 1 day short to 1 week long over-favours short-rest classes (warlocks etc). Note that HP is not fully restored. You'll recover 3 HD, but must rely on your healing resources to get back all your HP. I find this makes fights and other damage-incurring risks more meaningful. Note that the 1-hour of fighting nonsense is scotched by the definitions of lowkey versus fatiguing activity.</p><p></p><p></p><p>This reconciles some RAW/RAI. Recuperation and Relaxation is a named type of downtime in RAW. So HP Max drains demand actual downtime to get over. (Or a spell.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 8542451, member: 71699"] Unfortunately I had to go with Other. Gritty Realism is nearly there, but not quite. These are the rules I have landed on over four years experimenting in play at my table with multiple options (some of which can still be found in older threads). I'll give each component of the rules I use in a quote-block, and explain why below each. Overall, my approach aims to create enough [B]narrative space[/B] that I can easily as DM make resources, and time spend on rests, matter. It's a balance between fiction and crunch, that aims to feel natural in play. Once we significantly lengthened short rests, we found that characters lacked a way to spend HD between fights. We also found that they really appreciated being able to level up if they'd earned it. There's a lot going on here, and much of it is highly technical. With significantly lengthened rests, sleep becomes a more important and natural feeling means of recuperation. The XGE rules are used. HD and exhaustion recovery feels right in play attached to sleep. Remember you will sleep multiple times in the lengthened long rests, so the 1 HD / 1 level allowances are more than enough. Aspect of the Moon is improved. The mechanics also addresses snatching sleep in smaller increments. Two elements are essentially idiosyncratic. I personally dislike the better-than-thou dark-visioning trancing nonsense, so trancing is not as good as it is per official rules across the Core and splatbooks. Magic items are attuned with sleep so that they cannot be found and attuned immediately, but don't have to wait for a "rest" (again, because those are lengthened). With the above engineering in place, lengthening short rest to 1 day becomes straightforward. Again straightforward. It needs to be 3-days because in play a ratio of 1 day short to 1 week long over-favours short-rest classes (warlocks etc). Note that HP is not fully restored. You'll recover 3 HD, but must rely on your healing resources to get back all your HP. I find this makes fights and other damage-incurring risks more meaningful. Note that the 1-hour of fighting nonsense is scotched by the definitions of lowkey versus fatiguing activity. This reconciles some RAW/RAI. Recuperation and Relaxation is a named type of downtime in RAW. So HP Max drains demand actual downtime to get over. (Or a spell.) [/QUOTE]
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