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TRAILBLAZER - PDF Release - Discussion/Questions/Errata
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<blockquote data-quote="Cheiromancer" data-source="post: 4914727" data-attributes="member: 141"><p>I'm a bit confused. Is the 10 minute rest supposed to be the equivalent of a day's rest or not? If it is true that "...the 10-minute rest is nothing more than an agreement between the players and the DM to hand-wave 10 minutes instead of hand-waving a day" then the restorative effects of a 10 minute rest should be EXACTLY the same as the restorative effect of 24 hour rest. Heck, you can even reduce the duration of all spells affecting the players by one day in order to solve the "Full buffs + Full spell slots" problem.</p><p></p><p>I think there should be some restricted spells, since there needs to be a way to prevent no-cost accumulative changes to the game world. You don't want a wizard to be able to charm a whole village in an afternoon by spamming <em>charm monster</em> spells interspersed with multiple rests. But if a wizard is paying xp and/or gold for a spell, I think the danger of spamming is inherently limited. If you don't want the cleric to be casting <em>raise dead</em> twenty times a day, don't let him have that much diamond dust.</p><p></p><p>But I do think that if a spell is dispelled during a rest, its spell slot should be recharged. Fair's fair.</p><p></p><p>[edit] However, I don't see why spells like <em>fireball</em> have to be restricted. Here's how I'm thinking the spell restriction idea should look:</p><p></p><p>[sblock]Rote spells include: </p><p></p><p>• All 0-level spells.</p><p>• Any spell with a duration of 1 min/level or less.</p><p></p><p>Restricted spells include:</p><p></p><p>• Any spell with a duration of 10 minutes/level or longer.</p><p>• Spells that create lasting goods (water, food, iron, stone) at the</p><p>DM’s discretion.</p><p>• At the DM’s discretion, any other spell which by reputation or overuse</p><p>proves disruptive to the campaign (for example, spells that require no roll to affect the target and permit no defenses). <em>Teleport</em> and certain divination spells may also be restricted.</p><p></p><p>Effects of Rest</p><p>• Any ongoing spell effects of a short duration on your person are dispelled when your rest is complete, regardless of any duration they may have remaining. This does not apply to spells with instantaneous or permanent durations, or with durations measured in 10 minutes/level or longer, or any restricted spell; however it does apply to spells both beneficial and harmful, regardless of their origin.</p><p></p><p>After a successful rest period, at no cost of Action Points:</p><p>• All “per rest” class abilities are refreshed (rage, smite, wild shape, etc.)</p><p>• All characters heal an amount of hit points equal to 50% of their normal,</p><p>maximum hit point total.</p><p>• All spell slots used to cast Rote spells are refreshed. (See above).</p><p></p><p>After a successful rest period, at a cost of 1 Action Point:</p><p>• A character can recover an additional amount of hit points equal to 50% of their normal hit point total (which will restore any character to full hit points).</p><p>• All spell slots used to cast Restricted spells are refreshed (see above).[/sblock]</p><p></p><p>The main difference between Restricted spells and Ritual spells in TrB was that an Action Point recharges all the Restricted spells, but only one Ritual spell. I think that's a little heavy handed. Characters get only 6 AP per level of experience, and they are going to want to save it for special occasions. It's not the end of the world if 1 AP will give them back a <em>teleport</em> *and* a <em>limited wish</em>. Or a <em>divination</em> *and* a <em>raise dead</em>.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 4914727, member: 141"] I'm a bit confused. Is the 10 minute rest supposed to be the equivalent of a day's rest or not? If it is true that "...the 10-minute rest is nothing more than an agreement between the players and the DM to hand-wave 10 minutes instead of hand-waving a day" then the restorative effects of a 10 minute rest should be EXACTLY the same as the restorative effect of 24 hour rest. Heck, you can even reduce the duration of all spells affecting the players by one day in order to solve the "Full buffs + Full spell slots" problem. I think there should be some restricted spells, since there needs to be a way to prevent no-cost accumulative changes to the game world. You don't want a wizard to be able to charm a whole village in an afternoon by spamming [i]charm monster[/i] spells interspersed with multiple rests. But if a wizard is paying xp and/or gold for a spell, I think the danger of spamming is inherently limited. If you don't want the cleric to be casting [i]raise dead[/i] twenty times a day, don't let him have that much diamond dust. But I do think that if a spell is dispelled during a rest, its spell slot should be recharged. Fair's fair. [edit] However, I don't see why spells like [i]fireball[/i] have to be restricted. Here's how I'm thinking the spell restriction idea should look: [sblock]Rote spells include: • All 0-level spells. • Any spell with a duration of 1 min/level or less. Restricted spells include: • Any spell with a duration of 10 minutes/level or longer. • Spells that create lasting goods (water, food, iron, stone) at the DM’s discretion. • At the DM’s discretion, any other spell which by reputation or overuse proves disruptive to the campaign (for example, spells that require no roll to affect the target and permit no defenses). [i]Teleport[/i] and certain divination spells may also be restricted. Effects of Rest • Any ongoing spell effects of a short duration on your person are dispelled when your rest is complete, regardless of any duration they may have remaining. This does not apply to spells with instantaneous or permanent durations, or with durations measured in 10 minutes/level or longer, or any restricted spell; however it does apply to spells both beneficial and harmful, regardless of their origin. After a successful rest period, at no cost of Action Points: • All “per rest” class abilities are refreshed (rage, smite, wild shape, etc.) • All characters heal an amount of hit points equal to 50% of their normal, maximum hit point total. • All spell slots used to cast Rote spells are refreshed. (See above). After a successful rest period, at a cost of 1 Action Point: • A character can recover an additional amount of hit points equal to 50% of their normal hit point total (which will restore any character to full hit points). • All spell slots used to cast Restricted spells are refreshed (see above).[/sblock] The main difference between Restricted spells and Ritual spells in TrB was that an Action Point recharges all the Restricted spells, but only one Ritual spell. I think that's a little heavy handed. Characters get only 6 AP per level of experience, and they are going to want to save it for special occasions. It's not the end of the world if 1 AP will give them back a [i]teleport[/i] *and* a [i]limited wish[/i]. Or a [i]divination[/i] *and* a [i]raise dead[/i]. [/QUOTE]
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