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What would your ideal rest mechanic look like?
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<blockquote data-quote="DEFCON 1" data-source="post: 8543569" data-attributes="member: 7006"><p>My ideal rest mechanics are entirely about making the board game work and be fun. That's all I care about. If the rules allow the players of the board game to play it and enjoy it, then I'm good. But I do not in any way, shape, or form care a whit about making those rules of the board game align to any sense of true <em>injury</em> narratively. Because Dungeons & Dragons combat does not in any way, shape, or form reflect any sort of reality in terms of actual swordfighting, archery, and being blasted in the face by what these "spells" are supposed to do... so I just handwave that aspect of it completely. Going from 0 HP to full HP with a good night's rest? Doesn't matter. That's purely a convenience of the board game and to make the rules easy and fun to use, so worrying about how it looks within the story is a waste of my time.</p><p></p><p>And this is simply because I refuse to believe there is any sort of realistic response to a person getting blasted in the face by essentially a flamethrower, falling unconscious, having a healer a couple seconds later heal those burns (but not in any way removing the trauma of being burned alive and the memory of that pain and agony)... and then that same person just jumps up and says "Okay! That was fun! On to the next room!" And then five minutes later in the next room that same character suffers a myriad of bites, claws, stab wounds, poisoning, and being bludgeoned about the head and neck, falls unconscious AGAIN... then has a vial of liquid emptied into their mouth to seal up those bleeding wounds (but again not in any way removing the trauma and mental anguish of pain they just suffered) and the character just once more jumps up and says "Okay! That was fun! On to the next room!" and this continues ad nauseum.</p><p></p><p>All of it is stupid. It has no basis for any attempt at realism. It is complete and utter fantasy (which makes sense, because it is a game of fantasy.) And thus I just accept it for the unrealism it is and do my best to never question it (or care in the slightest if the board game and fantasy story does or does not align.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8543569, member: 7006"] My ideal rest mechanics are entirely about making the board game work and be fun. That's all I care about. If the rules allow the players of the board game to play it and enjoy it, then I'm good. But I do not in any way, shape, or form care a whit about making those rules of the board game align to any sense of true [I]injury[/I] narratively. Because Dungeons & Dragons combat does not in any way, shape, or form reflect any sort of reality in terms of actual swordfighting, archery, and being blasted in the face by what these "spells" are supposed to do... so I just handwave that aspect of it completely. Going from 0 HP to full HP with a good night's rest? Doesn't matter. That's purely a convenience of the board game and to make the rules easy and fun to use, so worrying about how it looks within the story is a waste of my time. And this is simply because I refuse to believe there is any sort of realistic response to a person getting blasted in the face by essentially a flamethrower, falling unconscious, having a healer a couple seconds later heal those burns (but not in any way removing the trauma of being burned alive and the memory of that pain and agony)... and then that same person just jumps up and says "Okay! That was fun! On to the next room!" And then five minutes later in the next room that same character suffers a myriad of bites, claws, stab wounds, poisoning, and being bludgeoned about the head and neck, falls unconscious AGAIN... then has a vial of liquid emptied into their mouth to seal up those bleeding wounds (but again not in any way removing the trauma and mental anguish of pain they just suffered) and the character just once more jumps up and says "Okay! That was fun! On to the next room!" and this continues ad nauseum. All of it is stupid. It has no basis for any attempt at realism. It is complete and utter fantasy (which makes sense, because it is a game of fantasy.) And thus I just accept it for the unrealism it is and do my best to never question it (or care in the slightest if the board game and fantasy story does or does not align.) [/QUOTE]
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What would your ideal rest mechanic look like?
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