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What interupts a long rest?
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<blockquote data-quote="MarkB" data-source="post: 8391585" data-attributes="member: 40176"><p>[USER=71699]@clearstream[/USER] On reflection, while my previously-proposed 'solution' would untangle the refreshment of daily features from long rests, that doesn't actually do anything to resolve the 5MWD issue. And it occurred to me that I have seen this issue tackled, but in a rather different format - the videogame Fallout 4, and its Adrenaline system. Here's how it works in that game, if you're interested:</p><p></p><p>[spoiler=Fallout 4 Adrenaline]</p><p>Basically, in this game's Survival mode, the character must manage the need to eat, drink and sleep. But once you have an established base, food and water aren't a huge concern while you're there, so it would be pretty easy to go back and rest frequently and not worry about that side of things.</p><p></p><p>So, how to incentivise players to actually push ahead through a day, potentially taking the culumative stat-penalties resulting from overtiredness, rather than just going home and sleeping frequently?</p><p></p><p>Answer: Adrenaline. Every time you get a successful kill, you accumulate a little Adrenaline, and as your Adrenaline level ticks up, you get a cumulative bonus to the damage you deal that becomes very substantial at its highest levels. The longer you keep adventuring without resting, the easier it becomes to take down enemies, encouraging you to keep pushing through more encounters, and through at least the milder levels of fatigue, because once you do actually take a rest, your Adrenaline level will drop to zero.[/spoiler]</p><p></p><p>So, how to implement this in D&D? I propose something like this:</p><p></p><p>Each time the party gets through an encounter with something that would place at least one of them in peril (i.e. something that would deal damage or otherwise be harmful, whether or not anyone was actually harmed - whether it's a trap, a combat encounter, a deadly puzzle, etc.) they gain a point of Adrenaline. Characters can accumulate a maximum of 3 points of Adrenaline. Taking a short rest reduces your Adrenaline by 1 point, and taking a long rest reduces it to zero.</p><p></p><p>So, what does Adrenaline do? Very simple: For almost all purposes, your current Adrenaline score is added to your Proficiency bonus. So it boosts your attack rolls, your proficient saving throws and ability checks, your spell attack bonus and your spell save DC. The only thing it doesn't boost is the number of uses of an ability whose number of uses is determined by your Proficiency bonus.</p><p></p><p>This is obviously pretty powerful. A party with 3 Adrenaline can punch significantly above their weight. But they lose Adrenaline every time they rest to replenish their resources.</p></blockquote><p></p>
[QUOTE="MarkB, post: 8391585, member: 40176"] [USER=71699]@clearstream[/USER] On reflection, while my previously-proposed 'solution' would untangle the refreshment of daily features from long rests, that doesn't actually do anything to resolve the 5MWD issue. And it occurred to me that I have seen this issue tackled, but in a rather different format - the videogame Fallout 4, and its Adrenaline system. Here's how it works in that game, if you're interested: [spoiler=Fallout 4 Adrenaline] Basically, in this game's Survival mode, the character must manage the need to eat, drink and sleep. But once you have an established base, food and water aren't a huge concern while you're there, so it would be pretty easy to go back and rest frequently and not worry about that side of things. So, how to incentivise players to actually push ahead through a day, potentially taking the culumative stat-penalties resulting from overtiredness, rather than just going home and sleeping frequently? Answer: Adrenaline. Every time you get a successful kill, you accumulate a little Adrenaline, and as your Adrenaline level ticks up, you get a cumulative bonus to the damage you deal that becomes very substantial at its highest levels. The longer you keep adventuring without resting, the easier it becomes to take down enemies, encouraging you to keep pushing through more encounters, and through at least the milder levels of fatigue, because once you do actually take a rest, your Adrenaline level will drop to zero.[/spoiler] So, how to implement this in D&D? I propose something like this: Each time the party gets through an encounter with something that would place at least one of them in peril (i.e. something that would deal damage or otherwise be harmful, whether or not anyone was actually harmed - whether it's a trap, a combat encounter, a deadly puzzle, etc.) they gain a point of Adrenaline. Characters can accumulate a maximum of 3 points of Adrenaline. Taking a short rest reduces your Adrenaline by 1 point, and taking a long rest reduces it to zero. So, what does Adrenaline do? Very simple: For almost all purposes, your current Adrenaline score is added to your Proficiency bonus. So it boosts your attack rolls, your proficient saving throws and ability checks, your spell attack bonus and your spell save DC. The only thing it doesn't boost is the number of uses of an ability whose number of uses is determined by your Proficiency bonus. This is obviously pretty powerful. A party with 3 Adrenaline can punch significantly above their weight. But they lose Adrenaline every time they rest to replenish their resources. [/QUOTE]
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