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Community
General Tabletop Discussion
*Dungeons & Dragons
Things that wreck with alternate healing/rest
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<blockquote data-quote="Joe Liker" data-source="post: 6454077" data-attributes="member: 6777505"><p><strong>(PLEASE NOTE: This is not a thread about which system you prefer, or what you'll be using, or opinions in general. There's another thread for that. This one is about rules problems only. Thanks!)</strong></p><p></p><p>First, I'll point out that a lot of things don't wreck -- at least not badly. In most cases, class balance remains intact because you're still getting more short rests than long rests, and most likely in roughly the same ratio, whether you're shortening or lengthening the amount of time required for a rest.</p><p></p><p>However, there's at least one class path that crashes and burns: the berserker. His primary feature is paid for in exhaustion, which is tethered to both time and healing, so it plays havoc with everything if you try to monkey with those systems. (Actually the real problem is with exhaustion, but it only causes a class balance issue for the berserker.)</p><p></p><p>If you shorten long rests to one hour (with 5-minute short rests), exhaustion becomes trivial for all purposes other than berserking. And if you lengthen long rests to a week (with 8-hour short rests), exhaustion is far more deadly than it should be for all characters.</p><p></p><p>I've thought of several workarounds, easiest of which is to untether exhaustion from the short/long rest terminology, but no matter how you try to fix it, the berserker ends up being able to frenzy a lot more often or a lot less often (relative to the abilities of other classes) than the default rules allow.</p><p></p><p>Anyone have other, similar Gordian knots in the rules with alternate healing and rest systems?</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6454077, member: 6777505"] [B](PLEASE NOTE: This is not a thread about which system you prefer, or what you'll be using, or opinions in general. There's another thread for that. This one is about rules problems only. Thanks!)[/B] First, I'll point out that a lot of things don't wreck -- at least not badly. In most cases, class balance remains intact because you're still getting more short rests than long rests, and most likely in roughly the same ratio, whether you're shortening or lengthening the amount of time required for a rest. However, there's at least one class path that crashes and burns: the berserker. His primary feature is paid for in exhaustion, which is tethered to both time and healing, so it plays havoc with everything if you try to monkey with those systems. (Actually the real problem is with exhaustion, but it only causes a class balance issue for the berserker.) If you shorten long rests to one hour (with 5-minute short rests), exhaustion becomes trivial for all purposes other than berserking. And if you lengthen long rests to a week (with 8-hour short rests), exhaustion is far more deadly than it should be for all characters. I've thought of several workarounds, easiest of which is to untether exhaustion from the short/long rest terminology, but no matter how you try to fix it, the berserker ends up being able to frenzy a lot more often or a lot less often (relative to the abilities of other classes) than the default rules allow. Anyone have other, similar Gordian knots in the rules with alternate healing and rest systems? [/QUOTE]
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Things that wreck with alternate healing/rest
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