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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: 8548902" data-attributes="member: 71699"><p>I can see how on surface they might look more complex, but in truth they capture what is already in 5th edition.</p><ul> <li data-xf-list-type="ul">So if you use the <strong>XGE sleep rules</strong>, then that's the Sleep section. I collate and clarify the consequences of those existing rules, e.g. for Warlocks.</li> <li data-xf-list-type="ul">If you use <strong>Gritty Realism</strong>, again I collate and clarify the consequences, and revise the durations following <em>years </em>of playtesting to 1 day / 3 days. Those durations play better to the short/long rest class balances.</li> <li data-xf-list-type="ul">The one rule I've fabricated from whole cloth is the <strong>Breather</strong>, and that is an essential patch to Gritty Realism. When you play with longer rests, chances are you will hit the same issue and perhaps fix it the same way.</li> <li data-xf-list-type="ul">Attuning Magic Item rules is genuinely idiosyncratic, but it's also trivial. I move the <em>existing</em> rule from short rest to sleep.</li> </ul><p>Everyone should follow their own taste, but it is genuinely mistaken to picture my rules as more complex, or making more distinctions, than the existing rules. Mechanically they're simpler, due to the way I define lowkey versus fatiguing activity. I also make sleeping in armor (XGE) less fiddly to manage. Breaking spending HD out to breathers is as I say the sole additional distinction, but that comes out of what proves more streamlined in play.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8548902, member: 71699"] I can see how on surface they might look more complex, but in truth they capture what is already in 5th edition. [LIST] [*]So if you use the [B]XGE sleep rules[/B], then that's the Sleep section. I collate and clarify the consequences of those existing rules, e.g. for Warlocks. [*]If you use [B]Gritty Realism[/B], again I collate and clarify the consequences, and revise the durations following [I]years [/I]of playtesting to 1 day / 3 days. Those durations play better to the short/long rest class balances. [*]The one rule I've fabricated from whole cloth is the [B]Breather[/B], and that is an essential patch to Gritty Realism. When you play with longer rests, chances are you will hit the same issue and perhaps fix it the same way. [*]Attuning Magic Item rules is genuinely idiosyncratic, but it's also trivial. I move the [I]existing[/I] rule from short rest to sleep. [/LIST] Everyone should follow their own taste, but it is genuinely mistaken to picture my rules as more complex, or making more distinctions, than the existing rules. Mechanically they're simpler, due to the way I define lowkey versus fatiguing activity. I also make sleeping in armor (XGE) less fiddly to manage. Breaking spending HD out to breathers is as I say the sole additional distinction, but that comes out of what proves more streamlined in play. [/QUOTE]
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The Resting Mechanics - What Works Best?
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