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Wizard vs Fighter - the math
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<blockquote data-quote="M_Natas" data-source="post: 9165016" data-attributes="member: 7025918"><p>Gritty Rest rules forces you to interrupt the adventure when you run out of ressources. While with the normal rest rules, you just have to wait one day to get your ressources back when you are near 0, with the Gritty Rest, you have to leave the dangerous environment, go back to a safe place, huddle up for 7 days and only than can you continue adventuring.</p><p></p><p>Like, in most games I played or DMed yeah, we didn't have enough combats between two rests. The party was always pretty powerful because of that. But in all the adventures, if the party would have just left to rest for 7 days, the adventure would be over. The bad guys would have won that Quest. There is only certain limited Typs of adventures that naturally allow to interrupt them for 7 days without losing to the bad guys. Or you have to design all your adventures to not be longer than a DMG Adventuring Day.</p><p></p><p>The Variant Gritty Rest Rules are very limiting in what kind of adventures can be played at the table. And that types of adventure I wouldn't even call gritty.</p><p>That's why I proposed a Gradual Gritty variant rest system: <a href="https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672" target="_blank">https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672</a> - to fix that problem.</p><p></p><p>It takes the best of the Gritty Realism rules (being able to stretch the adventuring dat over several days) and removes the need to interrupt the adventure completely to get a long rest.</p><p></p><p>Actually, it turns the long rest into a short rest, basically.</p><p></p><p>Than you also tell the DM that he can balance the endurance of a party by giving out Healing and Mana potions to offset harder adventuring weeks.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9165016, member: 7025918"] Gritty Rest rules forces you to interrupt the adventure when you run out of ressources. While with the normal rest rules, you just have to wait one day to get your ressources back when you are near 0, with the Gritty Rest, you have to leave the dangerous environment, go back to a safe place, huddle up for 7 days and only than can you continue adventuring. Like, in most games I played or DMed yeah, we didn't have enough combats between two rests. The party was always pretty powerful because of that. But in all the adventures, if the party would have just left to rest for 7 days, the adventure would be over. The bad guys would have won that Quest. There is only certain limited Typs of adventures that naturally allow to interrupt them for 7 days without losing to the bad guys. Or you have to design all your adventures to not be longer than a DMG Adventuring Day. The Variant Gritty Rest Rules are very limiting in what kind of adventures can be played at the table. And that types of adventure I wouldn't even call gritty. That's why I proposed a Gradual Gritty variant rest system: [URL]https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/#post-9162672[/URL] - to fix that problem. It takes the best of the Gritty Realism rules (being able to stretch the adventuring dat over several days) and removes the need to interrupt the adventure completely to get a long rest. Actually, it turns the long rest into a short rest, basically. Than you also tell the DM that he can balance the endurance of a party by giving out Healing and Mana potions to offset harder adventuring weeks. [/QUOTE]
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