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Wizard vs Fighter - the math
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<blockquote data-quote="M_Natas" data-source="post: 9165062" data-attributes="member: 7025918"><p>Having Gradual rest recovery would fix that. When the party is at a 100%, they can have all the fights a party can have now (lets say maximum of 10 Medium encounters). After they deplete their ressources in this mega dungeon day, they regenerate enough ressources per long rest to get going for two more encounters (on average). If they rest two times, they can fight 4 medium encounters and so one.</p><p>A Gradual Long Rest system allows for adventuring days that are 6 to 8 encounters or just one encounter.</p><p></p><p>When we also give the DM the tools to increase the endurance of the party (like with healing and Mana potions) he can balance harder difficulties with giving out more Healing and Mana potions so a mega dungeon crawl can be sustainable.</p><p></p><p>My Gradual Gritty Rest system in the other thread as a default regenrates between 15 to 25% of HP at lower levels and at higher levels 20 to 33%. For casters at levels 1 and 2 the spellslots regenerate 50% per long rest, which goes down to 33% at levels 3 to 5 and then down to 20 to 25% at levels 6+. So at higher levels HD regenerates faster than spellslots, making martials better, and boosting casters at levels 1 and 2, where they are at their weakest ...</p><p></p><p>And the DM is given 2 tools to adjust the regeneration rate: resting conditions and Potions. The Resting conditions adjust the regeneration rate to be slower or faster. In Squalid conditions the long rest only regenerates 8% to 20% of HD, in wretched conditions it can even stop regeneration for Characters with low Constituion modifiers. Comfortable or better conditions quicken the regeneration of class ressources, so if you rest like a aristocrat, you can replenish 50 to 100% of your ressources.</p><p></p><p>So a Gradual system that gives the DM tools to adjust can handle every amount of encounters per day (if you go crazy with healing and Mana potions you can have dozens, hundreds of encounters! per day!)</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9165062, member: 7025918"] Having Gradual rest recovery would fix that. When the party is at a 100%, they can have all the fights a party can have now (lets say maximum of 10 Medium encounters). After they deplete their ressources in this mega dungeon day, they regenerate enough ressources per long rest to get going for two more encounters (on average). If they rest two times, they can fight 4 medium encounters and so one. A Gradual Long Rest system allows for adventuring days that are 6 to 8 encounters or just one encounter. When we also give the DM the tools to increase the endurance of the party (like with healing and Mana potions) he can balance harder difficulties with giving out more Healing and Mana potions so a mega dungeon crawl can be sustainable. My Gradual Gritty Rest system in the other thread as a default regenrates between 15 to 25% of HP at lower levels and at higher levels 20 to 33%. For casters at levels 1 and 2 the spellslots regenerate 50% per long rest, which goes down to 33% at levels 3 to 5 and then down to 20 to 25% at levels 6+. So at higher levels HD regenerates faster than spellslots, making martials better, and boosting casters at levels 1 and 2, where they are at their weakest ... And the DM is given 2 tools to adjust the regeneration rate: resting conditions and Potions. The Resting conditions adjust the regeneration rate to be slower or faster. In Squalid conditions the long rest only regenerates 8% to 20% of HD, in wretched conditions it can even stop regeneration for Characters with low Constituion modifiers. Comfortable or better conditions quicken the regeneration of class ressources, so if you rest like a aristocrat, you can replenish 50 to 100% of your ressources. So a Gradual system that gives the DM tools to adjust can handle every amount of encounters per day (if you go crazy with healing and Mana potions you can have dozens, hundreds of encounters! per day!) [/QUOTE]
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