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General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
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<blockquote data-quote="Kinematics" data-source="post: 8544889" data-attributes="member: 6932123"><p>Hmm. This makes me think of legendary abilities, where the creature gets an ability back on some value of a d6 roll (eg: 4-6). Using that idea, if you used a short rest ability, then at the end of the encounter you can roll a d6 to see if you get it back and are able to use it in the next encounter. A 4-6 means you tend to be able to use an ability every other encounter, which is vaguely close to a short rest. Maybe a 5-6 if you want to be a bit more restrictive.</p><p></p><p>So there wouldn't ever be short rests to recover abilities. It would only be a short break to get your breath back, and use hit dice to recover HP.</p><p></p><p>My preferred duration for a short rest is 15 minutes. It's long enough for 10 minute duration effects to wear off if there's an encounter on either side. 1 hour is the next tier up, and I feel it's a bit punitive to enforce that a 1 hour effect wears off after a short rest.</p><p></p><p>Edit:</p><p></p><p>You might even be able to extend this to recovering spell slots, but considering the logistics of how to work through points and spell slots and such (based on the default values given in the DM guide), maybe not so much.</p><p></p><p>On the other hand, it might works reasonably well for a sorcerer if you used spell points instead of spell slots, but with a much more limited pool than one that tried to represent all your possible spell slots. Like, start with a relatively low value, and at the end of each encounter you can recover 1d4 spell points (maybe with a max number of dice used per day equal to your hit dice count or something).</p><p></p><p>This would need a lot of polishing to see how it balances out, but it's an interesting idea.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8544889, member: 6932123"] Hmm. This makes me think of legendary abilities, where the creature gets an ability back on some value of a d6 roll (eg: 4-6). Using that idea, if you used a short rest ability, then at the end of the encounter you can roll a d6 to see if you get it back and are able to use it in the next encounter. A 4-6 means you tend to be able to use an ability every other encounter, which is vaguely close to a short rest. Maybe a 5-6 if you want to be a bit more restrictive. So there wouldn't ever be short rests to recover abilities. It would only be a short break to get your breath back, and use hit dice to recover HP. My preferred duration for a short rest is 15 minutes. It's long enough for 10 minute duration effects to wear off if there's an encounter on either side. 1 hour is the next tier up, and I feel it's a bit punitive to enforce that a 1 hour effect wears off after a short rest. Edit: You might even be able to extend this to recovering spell slots, but considering the logistics of how to work through points and spell slots and such (based on the default values given in the DM guide), maybe not so much. On the other hand, it might works reasonably well for a sorcerer if you used spell points instead of spell slots, but with a much more limited pool than one that tried to represent all your possible spell slots. Like, start with a relatively low value, and at the end of each encounter you can recover 1d4 spell points (maybe with a max number of dice used per day equal to your hit dice count or something). This would need a lot of polishing to see how it balances out, but it's an interesting idea. [/QUOTE]
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What would your ideal rest mechanic look like?
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