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General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
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<blockquote data-quote="Luceilia" data-source="post: 8732568" data-attributes="member: 7036882"><p>Yeah I've been running a playtest group with it for eight weeks so far (a playtest group differing from a typical group I would actually use the system on by virtue of each session is testing a level instead of my usual organic story based leveling approach) at levels 1, 2, 4, 6, 8, 10, 12 and 14</p><p></p><p>Spellcasters get one new spell slot of the highest level they can cast on level up and Full Casters start with two level 0 spells (I'm rolling something of a hybrid between 5th and 3rd, the idea of a caster being an infinite cantrip gun doesn't exactly feel magical to me. But the corollary is that I mod spells to scale better than 5th) and it's great.</p><p></p><p>I don't have to think about how many resources they're going to burn through, I can easily decide if a fight is easy or hard simply based on what they have.</p><p></p><p>If I <em>want</em> a little attrition I can give that with pressure/reinforcements/waves and the fact that resources do take some time to recover, but I have very limited Nova concerns. Sure a caster can nova a bit, but only so far and if they completely blow their load they're in trouble if they don't actually get time to recover their magic.</p><p></p><p>One other thing I've been dabbling with rather than a dull all-or-nothing short rest is gradual spell recovery. 1+1/spell level to prepare a spell, or 1+ [sup]1[/sup]/[sub]2[/sub] spell level minutes to recover spontaneous spell slots from lowest to highest.</p><p></p><p>Creates a lot of tension in the rare occasion I use a dungeon and the casters did use up their spells and have to find a way to recover them without getting found or pinned down or tagged by a wandering monster.</p></blockquote><p></p>
[QUOTE="Luceilia, post: 8732568, member: 7036882"] Yeah I've been running a playtest group with it for eight weeks so far (a playtest group differing from a typical group I would actually use the system on by virtue of each session is testing a level instead of my usual organic story based leveling approach) at levels 1, 2, 4, 6, 8, 10, 12 and 14 Spellcasters get one new spell slot of the highest level they can cast on level up and Full Casters start with two level 0 spells (I'm rolling something of a hybrid between 5th and 3rd, the idea of a caster being an infinite cantrip gun doesn't exactly feel magical to me. But the corollary is that I mod spells to scale better than 5th) and it's great. I don't have to think about how many resources they're going to burn through, I can easily decide if a fight is easy or hard simply based on what they have. If I [i]want[/i] a little attrition I can give that with pressure/reinforcements/waves and the fact that resources do take some time to recover, but I have very limited Nova concerns. Sure a caster can nova a bit, but only so far and if they completely blow their load they're in trouble if they don't actually get time to recover their magic. One other thing I've been dabbling with rather than a dull all-or-nothing short rest is gradual spell recovery. 1+1/spell level to prepare a spell, or 1+ [sup]1[/sup]/[sub]2[/sub] spell level minutes to recover spontaneous spell slots from lowest to highest. Creates a lot of tension in the rare occasion I use a dungeon and the casters did use up their spells and have to find a way to recover them without getting found or pinned down or tagged by a wandering monster. [/QUOTE]
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What would your ideal rest mechanic look like?
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