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General Tabletop Discussion
*Dungeons & Dragons
Which Optional Rules from the DMG Do You Use
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<blockquote data-quote="iserith" data-source="post: 7485294" data-attributes="member: 97077"><p>I knew right away that rest variants would be one of the biggest results, just given how much space on the internet is taken up by discussions related to it. Plus people nowadays don't seem to like standard XP (or understand it) like they used to, so story-based XP is no surprise either.</p><p></p><p>In a town-to-dungeon campaign I was running, I wanted to set it up where each delve was a single adventuring day and the recovery period was a week to allow for a variation on downtime activities. This was also to set up a method by which each session was self-contained as the players and characters may change from week to week. So the resting was: short rest is 8 hours, long rest is one week. </p><p></p><p>The 8-hour short rest meant that, since the otherworldly dungeon was only "in this world" for 24 hours tops at one time, travel time, exploration time, and resting time were all at odds which made for meaningful choices. So if you went at a slow pace to avoid danger on the way to the dungeon, you'd have less time to delve and rest. If you went faster, you'd have more time to delve and rest, but you were at risk of getting jumped with surprise on the way. If you spent a lot of times really scouring the dungeon, you'd cut into how many rests you could take. And so on. This, combined with which characters might be on a given delve (short- or long-rest based classes), made for interesting choices.</p></blockquote><p></p>
[QUOTE="iserith, post: 7485294, member: 97077"] I knew right away that rest variants would be one of the biggest results, just given how much space on the internet is taken up by discussions related to it. Plus people nowadays don't seem to like standard XP (or understand it) like they used to, so story-based XP is no surprise either. In a town-to-dungeon campaign I was running, I wanted to set it up where each delve was a single adventuring day and the recovery period was a week to allow for a variation on downtime activities. This was also to set up a method by which each session was self-contained as the players and characters may change from week to week. So the resting was: short rest is 8 hours, long rest is one week. The 8-hour short rest meant that, since the otherworldly dungeon was only "in this world" for 24 hours tops at one time, travel time, exploration time, and resting time were all at odds which made for meaningful choices. So if you went at a slow pace to avoid danger on the way to the dungeon, you'd have less time to delve and rest. If you went faster, you'd have more time to delve and rest, but you were at risk of getting jumped with surprise on the way. If you spent a lot of times really scouring the dungeon, you'd cut into how many rests you could take. And so on. This, combined with which characters might be on a given delve (short- or long-rest based classes), made for interesting choices. [/QUOTE]
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Which Optional Rules from the DMG Do You Use
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