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General Tabletop Discussion
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The Resting Mechanics - What Works Best?
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<blockquote data-quote="Flamestrike" data-source="post: 8543260" data-attributes="member: 6788736"><p>No, not per <strong>Day</strong>. Per <strong>Adventuring day.</strong></p><p></p><p>An [adventuring day] can be a week or even a month of in game time. Its simply the arbitrary amount of time between a 'long rest' recharge of abilities.</p><p></p><p>Barely noticeable. And again, simply have another adventuring day a mass battle where the enemy come in waves, an arena, the PCs being chased and upable to long rest, or a good old fashioned dungeon level with a dozen encounters, and no chance to long rest.</p><p></p><p>On the shorter 'days' long rest heavy classes shine. On the longer 'days' short rest heavy classes shine.</p><p></p><p></p><p></p><p>Because its the DMs job to ensure balance, just like its the DMs job to balance individual encounters (you dont go throwing Balors at 1st level PCs).</p><p></p><p>You're part entertainer, part adjudicator, part showman, part story teller, and part secret puppet master. </p><p></p><p></p><p></p><p>Dude; Combat is literally 90 percent of DnD's rules. It has an entire chapter devoted to it, 90 percent of all spells are combat related, as are 90 percent of all class features, and the entire Monster manual. RAW it's the only way to earn XP and progress. Encounter design, adventuring day XP budgets etc.</p><p></p><p>The exploration and social pillars get a paragraph or two in the entire CRB's. The only Narrativist mechanic in DnD is the inspiration mechanic, and that tends to be ignored or forgotten by most groups.</p><p></p><p>DnD is a combat game. Probably due to its origins as a Wargame, but hey. I dont doubt you find Combat boring, but critiquing the game for including combat is a little like critiquing Monopoly for having money and a banker.</p><p></p><p></p><p></p><p>Adjusting the rests doesn't change the 6-8 encounters per <strong>adventuring day</strong> expectation one iota.</p><p></p><p>Remember, an adventuring day is not an 'in game' day, and it is not an out of game session. It's simply the [arbitrary amount of time] between a [long rest recharge of class features]. It could be an game week, a month, a year or whatever you want it to be.</p><p></p><p>You still need just as many fights per <strong>adventuring day</strong>, even when you adjust the rest mechanic with the gritty rest variant or whatever.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8543260, member: 6788736"] No, not per [B]Day[/B]. Per [B]Adventuring day.[/B] An [adventuring day] can be a week or even a month of in game time. Its simply the arbitrary amount of time between a 'long rest' recharge of abilities. Barely noticeable. And again, simply have another adventuring day a mass battle where the enemy come in waves, an arena, the PCs being chased and upable to long rest, or a good old fashioned dungeon level with a dozen encounters, and no chance to long rest. On the shorter 'days' long rest heavy classes shine. On the longer 'days' short rest heavy classes shine. Because its the DMs job to ensure balance, just like its the DMs job to balance individual encounters (you dont go throwing Balors at 1st level PCs). You're part entertainer, part adjudicator, part showman, part story teller, and part secret puppet master. Dude; Combat is literally 90 percent of DnD's rules. It has an entire chapter devoted to it, 90 percent of all spells are combat related, as are 90 percent of all class features, and the entire Monster manual. RAW it's the only way to earn XP and progress. Encounter design, adventuring day XP budgets etc. The exploration and social pillars get a paragraph or two in the entire CRB's. The only Narrativist mechanic in DnD is the inspiration mechanic, and that tends to be ignored or forgotten by most groups. DnD is a combat game. Probably due to its origins as a Wargame, but hey. I dont doubt you find Combat boring, but critiquing the game for including combat is a little like critiquing Monopoly for having money and a banker. Adjusting the rests doesn't change the 6-8 encounters per [B]adventuring day[/B] expectation one iota. Remember, an adventuring day is not an 'in game' day, and it is not an out of game session. It's simply the [arbitrary amount of time] between a [long rest recharge of class features]. It could be an game week, a month, a year or whatever you want it to be. You still need just as many fights per [B]adventuring day[/B], even when you adjust the rest mechanic with the gritty rest variant or whatever. [/QUOTE]
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