Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 8751556" data-attributes="member: 20564"><p>Ideal rest mechanics:</p><p></p><p>1. None. Remove attrition based resource management as one of the themes of the game, since it forces certain DMing styles. Games like Hero use END primarily, which comes back during a fight and all comes back after a fight.</p><p></p><p>2. Synchronized between classes. 4e (pre-Essentials) had attrition resource management, but all characters had the same resources in the same amounts. So you could run one encounter or 14 encounters between rests and all of the characters had the same resources to divide across them all - no classes had advantages or disadvantages based on fewer or more encounters between rests.</p><p></p><p>3. Game-focused. Attrition based resource management is very much a mechanical gaming aspect, what I mean by that is that it is a game that is played, trying to maximize utility and efficiency. Do I use my high levfel spell now or later? I only have one Rage left, do I use it now against these guards or might there be a better time later? So instead of putting recovery of those resources into a non-game-focused aspect like time passing, link it directly to the resources. I've played with a house rule where each character can trigger a short rest that takes 5 minutes, but only twice a day. I've seen a house rule where a short rest automatically happens every two combats. 13th Age has a rule where a full heal up (equivilent of a long rest in terms of resource recovery) happens every four encounters, with the DM having an option to make it sooner based on how challenging they were, and the players having an option to take it sooner as the cost of a campaign setback.</p><p></p><p>Really, "rest" as the trigger for recovery mechanics is a poor idea in terms of the gaming aspect and the narrative flow aspects, even if they meet simulation goals. The idea that an arbitrary amount of time available in the adventure allows the reset of resources in such a heavily attrition based game like D&D does not match all DMing styles or narrative pacing choices. As an example, a three week trek across a desert might have a total of four encounters, but with rest based they are either spread out and therefore trivial in final impact and not worth of the session time spent on them, or unrealistically all gathered into the same day.</p></blockquote><p></p>
[QUOTE="Blue, post: 8751556, member: 20564"] Ideal rest mechanics: 1. None. Remove attrition based resource management as one of the themes of the game, since it forces certain DMing styles. Games like Hero use END primarily, which comes back during a fight and all comes back after a fight. 2. Synchronized between classes. 4e (pre-Essentials) had attrition resource management, but all characters had the same resources in the same amounts. So you could run one encounter or 14 encounters between rests and all of the characters had the same resources to divide across them all - no classes had advantages or disadvantages based on fewer or more encounters between rests. 3. Game-focused. Attrition based resource management is very much a mechanical gaming aspect, what I mean by that is that it is a game that is played, trying to maximize utility and efficiency. Do I use my high levfel spell now or later? I only have one Rage left, do I use it now against these guards or might there be a better time later? So instead of putting recovery of those resources into a non-game-focused aspect like time passing, link it directly to the resources. I've played with a house rule where each character can trigger a short rest that takes 5 minutes, but only twice a day. I've seen a house rule where a short rest automatically happens every two combats. 13th Age has a rule where a full heal up (equivilent of a long rest in terms of resource recovery) happens every four encounters, with the DM having an option to make it sooner based on how challenging they were, and the players having an option to take it sooner as the cost of a campaign setback. Really, "rest" as the trigger for recovery mechanics is a poor idea in terms of the gaming aspect and the narrative flow aspects, even if they meet simulation goals. The idea that an arbitrary amount of time available in the adventure allows the reset of resources in such a heavily attrition based game like D&D does not match all DMing styles or narrative pacing choices. As an example, a three week trek across a desert might have a total of four encounters, but with rest based they are either spread out and therefore trivial in final impact and not worth of the session time spent on them, or unrealistically all gathered into the same day. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
Top