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General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
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<blockquote data-quote="Lanefan" data-source="post: 8732478" data-attributes="member: 29398"><p>Guilty as charged, y'r honour.</p><p></p><p>Sorry about your vision, but I far prefer the realism of slow recovery - though nowhere near as slow as by-the-book AD&D would have it.</p><p></p><p>What I've used for ages in my (not 5e) games:</p><p></p><p>After taking damage you can spend a few minutes catching your breath, tending to minor nicks and scratches, etc - this gets you back a very few h.p. (usually about a d3 worth).</p><p></p><p>Overnight rest gets you back [<em>hit point total / 10, round ALL fractions up</em>]. This way, someone with 72 hit points gets back 8 while someone with only 16 hit points gets back 2; the really neat part for me is it balances equally across all levels and classes - everyone recovers at about the same relative rate.</p><p></p><p>And then we complicate it by using a body-fatigue points system to allow us to reflect long-term injuries etc. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>If that works for you, rock on! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>It's not the direction I'd want to go, though. I much prefer a more gritty survival-is-job-one type of game where there's a clear and obvious choice between pressing on or stopping to recover, where each has its pros and cons.</p><p></p><p>And here, you're on to something.</p><p></p><p>If you're intentionally trying to eschew any sort of attrition-based model then this is probably the ideal end result, as it means you can then more or less do away with forced amounts of encounters per day etc. That said, you'll either then have to set the encounter difficulties based on the PCs being at full pop every time or expect the PCs to make a fairly easy job of things most of the time.</p><p></p><p>Have you tried this system yet and if so, how well is it working?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8732478, member: 29398"] Guilty as charged, y'r honour. Sorry about your vision, but I far prefer the realism of slow recovery - though nowhere near as slow as by-the-book AD&D would have it. What I've used for ages in my (not 5e) games: After taking damage you can spend a few minutes catching your breath, tending to minor nicks and scratches, etc - this gets you back a very few h.p. (usually about a d3 worth). Overnight rest gets you back [[I]hit point total / 10, round ALL fractions up[/I]]. This way, someone with 72 hit points gets back 8 while someone with only 16 hit points gets back 2; the really neat part for me is it balances equally across all levels and classes - everyone recovers at about the same relative rate. And then we complicate it by using a body-fatigue points system to allow us to reflect long-term injuries etc. :) If that works for you, rock on! :) It's not the direction I'd want to go, though. I much prefer a more gritty survival-is-job-one type of game where there's a clear and obvious choice between pressing on or stopping to recover, where each has its pros and cons. And here, you're on to something. If you're intentionally trying to eschew any sort of attrition-based model then this is probably the ideal end result, as it means you can then more or less do away with forced amounts of encounters per day etc. That said, you'll either then have to set the encounter difficulties based on the PCs being at full pop every time or expect the PCs to make a fairly easy job of things most of the time. Have you tried this system yet and if so, how well is it working? [/QUOTE]
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What would your ideal rest mechanic look like?
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