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<blockquote data-quote="doctorbadwolf" data-source="post: 9162511" data-attributes="member: 6704184"><p>Sure…I’m not sure how that relates to what I said but yeah, you can always increase the incentive to use resources. You don’t even need to add more encounters, most of the time. Adding some enemies to an encounter, and then using exploration challenges that can be solved with spells (and others that can’t, obviously), can also do the job.</p><p></p><p>So…what I said is a bad idea to do too much of, that you then said “who said that?”. Got it.</p><p></p><p>There are two ways to accomplish what you describe, and one involves a Time Machine and I have no reason to think it would have caused the 5e core books to sell more copies. The other, is putting them in splat books, over time, which I have reason to think would cause the bloat problems that lead to edition changes vastly quicker than the current “wait a decade and then don’t even do a new dnd style Ed, just a general publishing one that is just a revision and continuation of the same version of the game”.</p><p></p><p>Even if we pretend that we can put this stuff in the core books, even if we had that Time Machine, having drastically different major systems in the core books means supporting drastically different major systems in secondary books, which leads to the same problem as above.</p><p></p><p>Can you build a game to work like that without those problems? Absolutely! I am striving to do so right now as I revise my game into alpha version 5ish based on a year or so of playing version 4ish.</p><p></p><p>But it looks very different from a recognizable D&D.</p><p></p><p>What’s more, making every class have specific class feature based need (not general healing need) of both types of rests is a better solution that <em><strong>can</strong></em> be easily applied in the revised core books, and it fixes the problem for large swathes of those who experience it, because “we don’t really get short rests” either goes away or sucks for every PC.</p><p></p><p>I mean, my ideal rest and recovery system is</p><p></p><ul> <li data-xf-list-type="ul"><strong>short rest</strong>: a quick breather at the end of a scene that gets you a few resources back and you can spend one resource to get back a more urgent resource (treating injury or stress, which makes them go down a track a little and makes it less expensive to recover from them with a long rest), which takes a few minutes*</li> <li data-xf-list-type="ul"><strong>long rest</strong>: a rest of several hours with a limited ability to make it a 2-3 hours, and you get back roughly twice what a short rest does, but it still isn’t everything and you still have to spend resources at the end of the rest to get more benefit of resting where it’s more urgent (spending attribute points to recover from injury and stress, for instance)<ul> <li data-xf-list-type="ul">You cannot shorten a long rest to the same degree again until you complete an extended rest, so basically the minimum time to rest gets longer as you are out where you can’t take an extended rest</li> </ul></li> <li data-xf-list-type="ul"><strong>Full or Extended Rest</strong>: downtime which is spent partially in recovey so that when you are done you are fully restored, barring permanent Scars (lasting injuries that impart new vulnerabilities), with field treatment helping to shorten how much of your downtime is spent in recovery and help your chance of avoiding a permanent scar<ul> <li data-xf-list-type="ul">Even here there are ways you might decide to spend attribute points, which are always spent at the end of the rest, to like force a downtime endeavor to succeed or repair a relationship you failed to repair in the field, or to train a new ability without spending the normal requisite time, etc,</li> <li data-xf-list-type="ul">Extended rest has to be in a safe haven where you can fully let your guard down (even if you don’t, it matters that you could) and must be at least 1 week, but endeavors all have time they take so you can’t always do everything you need to do, and might need to use resources like favors or calling on a contact to get some of it done</li> </ul></li> </ul><p>*I’ve considered having each short rest before a long rest take longer, but it’s too much book keeping and just isn’t fun, so it’s always just a few minutes.</p><p></p><p>Okay? Did they advertise the 5e PHB on that idea?</p><p></p><p>I don’t care that an idea they had a decade ago at the beginning of a playtest didn’t survive the playtest and make it into the game, and <strong>instead</strong> they put some additive variants rules systems in the DMG and then expand on them in adventures and setting books, without ever going further afield than some rest and recovery variants and some options to make horror or honor or reputation or piety have mechanical weight in a campaign.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9162511, member: 6704184"] Sure…I’m not sure how that relates to what I said but yeah, you can always increase the incentive to use resources. You don’t even need to add more encounters, most of the time. Adding some enemies to an encounter, and then using exploration challenges that can be solved with spells (and others that can’t, obviously), can also do the job. So…what I said is a bad idea to do too much of, that you then said “who said that?”. Got it. There are two ways to accomplish what you describe, and one involves a Time Machine and I have no reason to think it would have caused the 5e core books to sell more copies. The other, is putting them in splat books, over time, which I have reason to think would cause the bloat problems that lead to edition changes vastly quicker than the current “wait a decade and then don’t even do a new dnd style Ed, just a general publishing one that is just a revision and continuation of the same version of the game”. Even if we pretend that we can put this stuff in the core books, even if we had that Time Machine, having drastically different major systems in the core books means supporting drastically different major systems in secondary books, which leads to the same problem as above. Can you build a game to work like that without those problems? Absolutely! I am striving to do so right now as I revise my game into alpha version 5ish based on a year or so of playing version 4ish. But it looks very different from a recognizable D&D. What’s more, making every class have specific class feature based need (not general healing need) of both types of rests is a better solution that [I][B]can[/B][/I] be easily applied in the revised core books, and it fixes the problem for large swathes of those who experience it, because “we don’t really get short rests” either goes away or sucks for every PC. I mean, my ideal rest and recovery system is [LIST] [*][B]short rest[/B]: a quick breather at the end of a scene that gets you a few resources back and you can spend one resource to get back a more urgent resource (treating injury or stress, which makes them go down a track a little and makes it less expensive to recover from them with a long rest), which takes a few minutes* [*][B]long rest[/B]: a rest of several hours with a limited ability to make it a 2-3 hours, and you get back roughly twice what a short rest does, but it still isn’t everything and you still have to spend resources at the end of the rest to get more benefit of resting where it’s more urgent (spending attribute points to recover from injury and stress, for instance) [LIST] [*]You cannot shorten a long rest to the same degree again until you complete an extended rest, so basically the minimum time to rest gets longer as you are out where you can’t take an extended rest [/LIST] [*][B]Full or Extended Rest[/B]: downtime which is spent partially in recovey so that when you are done you are fully restored, barring permanent Scars (lasting injuries that impart new vulnerabilities), with field treatment helping to shorten how much of your downtime is spent in recovery and help your chance of avoiding a permanent scar [LIST] [*]Even here there are ways you might decide to spend attribute points, which are always spent at the end of the rest, to like force a downtime endeavor to succeed or repair a relationship you failed to repair in the field, or to train a new ability without spending the normal requisite time, etc, [*]Extended rest has to be in a safe haven where you can fully let your guard down (even if you don’t, it matters that you could) and must be at least 1 week, but endeavors all have time they take so you can’t always do everything you need to do, and might need to use resources like favors or calling on a contact to get some of it done [/LIST] [/LIST] *I’ve considered having each short rest before a long rest take longer, but it’s too much book keeping and just isn’t fun, so it’s always just a few minutes. Okay? Did they advertise the 5e PHB on that idea? I don’t care that an idea they had a decade ago at the beginning of a playtest didn’t survive the playtest and make it into the game, and [B]instead[/B] they put some additive variants rules systems in the DMG and then expand on them in adventures and setting books, without ever going further afield than some rest and recovery variants and some options to make horror or honor or reputation or piety have mechanical weight in a campaign. [/QUOTE]
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