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General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
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<blockquote data-quote="Umbran" data-source="post: 8543827" data-attributes="member: 177"><p>I think there are other reasons that aren't based in the order of play of the game, but in the practical arrangement of play - meaning the "game session". There is a great deal to be said for having the basic unit of rest be one session - the characters start fresh at the beginning, and they go into a long rest at the end, such that they'll be fresh at the start of the next session.</p><p></p><p>For one (entirely practical, metagame) thing, this largely eliminates the need for mechanical bookkeeping between sessions. No more need to remember how many slots of which levels of spells did you use, and so forth.</p><p></p><p>Moreover, many people can go a couple of weeks between sessions, and lives are busy - not having to remember in quite so much detail exactly what the heck was going on last session is a bonus.</p><p></p><p>And then, there's the length of our sessions. Eight encounters is... a lot. I'm not getting through those in a three-hour weeknight session. So either I am going to have to preserve the detailed game-state across multiple weeks between sessions, or I am just going to muck with the number of "encounters" I handle in one session. </p><p></p><p>It seems to me that the rest mechanic was really built around a group that's spending a long weekend afternoon playing the game, rather than a short weekday evening.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8543827, member: 177"] I think there are other reasons that aren't based in the order of play of the game, but in the practical arrangement of play - meaning the "game session". There is a great deal to be said for having the basic unit of rest be one session - the characters start fresh at the beginning, and they go into a long rest at the end, such that they'll be fresh at the start of the next session. For one (entirely practical, metagame) thing, this largely eliminates the need for mechanical bookkeeping between sessions. No more need to remember how many slots of which levels of spells did you use, and so forth. Moreover, many people can go a couple of weeks between sessions, and lives are busy - not having to remember in quite so much detail exactly what the heck was going on last session is a bonus. And then, there's the length of our sessions. Eight encounters is... a lot. I'm not getting through those in a three-hour weeknight session. So either I am going to have to preserve the detailed game-state across multiple weeks between sessions, or I am just going to muck with the number of "encounters" I handle in one session. It seems to me that the rest mechanic was really built around a group that's spending a long weekend afternoon playing the game, rather than a short weekday evening. [/QUOTE]
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What would your ideal rest mechanic look like?
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