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TRAILBLAZER - PDF Release - Discussion/Questions/Errata
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<blockquote data-quote="Wulf Ratbane" data-source="post: 4915104" data-attributes="member: 94"><p>It's a trade-off on the accelerated rest. You're hitting the reset button on your status and effects, and compressing 24 hours of "spell time" into 10 minutes.</p><p></p><p>It might make more sense to you if you envision a campaign where the DM has chosen to set his accelerated rest to 1 hour or 8 hours, instead of 10 minutes (and yet still faster than the de facto 24 hours).</p><p></p><p>If he sets it to 1 hour, suddenly you would seek carve out an entirely new set of exceptions (any 10 minute/level spell for casters level 7+). </p><p></p><p>If he sets it to 8 hours, you would seek to carve out exceptions for 1 hour/level durations for casters level 9+. </p><p></p><p>The rest period is customizable by the DM; the shorthand compression of duration is for ease of bookkeeping. Even in the case of the 10 minute Rest, maybe the DM wants a rest to take 30 minutes every now and then.</p><p></p><p>In fact, that might be the easiest way to understand it: Don't think of the rest as any specific amount of time, 10 minutes, 1 hour, 8 hours, or otherwise. Think of it as the DM saying, "You have reached a point at which I will permit you to rest and recover spells, and for MY purposes at this specific time, this rest period lasts X minutes."</p><p></p><p>The rule is meant to be broad and sweeping so that DMs can tailor the specifics and use the same rule (or, at the very least, understand and use the intent).</p><p></p><p>There's definitely some "shadowy" areas of time involved here; note that the Rest mechanic doesn't change the amount of time it takes to heal normally, recover ability damage, conditions, diseases, the recharge of your daily-use magic items, etc. Time passes faster for "some things" but not "all things;" the intent is to speed along play with the least impact on verisimilitude.</p><p></p><p>You sound like you're happier with the bookkeeping. Note that the Rest Mechanic section is marked with an hourglass (Time) and a beer mug (Fun). If the 10-minute adventuring day is not impacting your Fun and you don't care about hand-waving away the passing of Time, it makes this entire section start to look extremely optional.</p><p></p><p>Me: I love it. I'm a hand-wavin' kind of guy. I don't want to track the durations of dozens of spells across the passage time periods both specific and indeterminate. I'll take the reset button, please, and get on with the adventure.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4915104, member: 94"] It's a trade-off on the accelerated rest. You're hitting the reset button on your status and effects, and compressing 24 hours of "spell time" into 10 minutes. It might make more sense to you if you envision a campaign where the DM has chosen to set his accelerated rest to 1 hour or 8 hours, instead of 10 minutes (and yet still faster than the de facto 24 hours). If he sets it to 1 hour, suddenly you would seek carve out an entirely new set of exceptions (any 10 minute/level spell for casters level 7+). If he sets it to 8 hours, you would seek to carve out exceptions for 1 hour/level durations for casters level 9+. The rest period is customizable by the DM; the shorthand compression of duration is for ease of bookkeeping. Even in the case of the 10 minute Rest, maybe the DM wants a rest to take 30 minutes every now and then. In fact, that might be the easiest way to understand it: Don't think of the rest as any specific amount of time, 10 minutes, 1 hour, 8 hours, or otherwise. Think of it as the DM saying, "You have reached a point at which I will permit you to rest and recover spells, and for MY purposes at this specific time, this rest period lasts X minutes." The rule is meant to be broad and sweeping so that DMs can tailor the specifics and use the same rule (or, at the very least, understand and use the intent). There's definitely some "shadowy" areas of time involved here; note that the Rest mechanic doesn't change the amount of time it takes to heal normally, recover ability damage, conditions, diseases, the recharge of your daily-use magic items, etc. Time passes faster for "some things" but not "all things;" the intent is to speed along play with the least impact on verisimilitude. You sound like you're happier with the bookkeeping. Note that the Rest Mechanic section is marked with an hourglass (Time) and a beer mug (Fun). If the 10-minute adventuring day is not impacting your Fun and you don't care about hand-waving away the passing of Time, it makes this entire section start to look extremely optional. Me: I love it. I'm a hand-wavin' kind of guy. I don't want to track the durations of dozens of spells across the passage time periods both specific and indeterminate. I'll take the reset button, please, and get on with the adventure. [/QUOTE]
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