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Yet another "Solution to Rests" thread
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<blockquote data-quote="Tony Vargas" data-source="post: 7193023" data-attributes="member: 996"><p>'Realism?' Nobody is so tired after a few minutes (6 second rounds, 6-8 encounters could total no more than a few minutes, 1-3 encounters before you're wanting a short rest even less) of intense activity they need an hour (let alone 8) to be good to go again - they might be dead or injured after a few minutes, and need days/weeks to recover, OTOH. </p><p></p><p>Also: magic? Not real.</p><p></p><p>So see that broken window, there, 'realism' left through that 40 years ago. The current system is not realistic, no modification of or replacement for it need be, either. </p><p></p><p></p><p> Short vs long rest is an issue with the Warlock, certainly - it can be OP with too many relative to encounters, or under-powered with too few relative to long rests, but all classes are impacted. All classes are dependent upon short rests to spend HD, and long rests to recover those half those HD and re-set their hps. Most classes can also recover a big chunk of powerful/flexible class abilities (spell slots) on a long rest, and become overpowered when long rests are too readily available, even among that broad set of classes, there are 3 - the traditional prepped (Tier 1) classes - that benefit even more dramatically from frequent long rests.</p><p></p><p> Attrition doesn't work well, but it's so ingrained into D&D tradition that we're stuck tying systems and campaigns in knots trying to make it work.</p><p></p><p> Indisputably. </p><p></p><p> An hour seemed strangely long to me. How long does it take to catch your breath, get your bearings & be good to go? </p><p>If you can stop for a whole hour, it almost seems plausible to stop for 8. </p><p></p><p> I really don't care for the exhaustion rules, but...</p><p></p><p> Solid.</p><p></p><p>I like it if the DM has the flexibility of a range of times, 1-15'd be even better, or just "at least a few minutes, but nor more than an hour, if resting is possible at all."</p><p></p><p> OK...<strong> A third rest category? ... OK, I think it's good idea, on balance. </strong></p><p><strong>Are you going to keep the rule about not taking multiple long rests in a day?</strong></p><p><strong></strong></p><p><strong>I'd still rather see flexibility than fixed durations. Shouldn't the DM be free to judge that conditions preclude resting, cut PCs some slack with a 6-hr rest, or whatever? </strong></p><p><strong></strong></p><p><strong>I suppose, rather than it being a third category of rest, it could just be ... "after at least one day of Downtime?" Or a 'Downtime Rest,' perhaps?</strong></p><p><strong></strong></p><p> <strong>So, wait, if you rest & fail to get back a special ability, you get /more/ tired? That doesn't sound quite right. You could kill yourself by taking 8 short rests and rolling a series of 1s? </strong></p><p><strong></strong></p><p><strong>The increasing DC seems a sufficient limit.</strong></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7193023, member: 996"] 'Realism?' Nobody is so tired after a few minutes (6 second rounds, 6-8 encounters could total no more than a few minutes, 1-3 encounters before you're wanting a short rest even less) of intense activity they need an hour (let alone 8) to be good to go again - they might be dead or injured after a few minutes, and need days/weeks to recover, OTOH. Also: magic? Not real. So see that broken window, there, 'realism' left through that 40 years ago. The current system is not realistic, no modification of or replacement for it need be, either. Short vs long rest is an issue with the Warlock, certainly - it can be OP with too many relative to encounters, or under-powered with too few relative to long rests, but all classes are impacted. All classes are dependent upon short rests to spend HD, and long rests to recover those half those HD and re-set their hps. Most classes can also recover a big chunk of powerful/flexible class abilities (spell slots) on a long rest, and become overpowered when long rests are too readily available, even among that broad set of classes, there are 3 - the traditional prepped (Tier 1) classes - that benefit even more dramatically from frequent long rests. Attrition doesn't work well, but it's so ingrained into D&D tradition that we're stuck tying systems and campaigns in knots trying to make it work. Indisputably. An hour seemed strangely long to me. How long does it take to catch your breath, get your bearings & be good to go? If you can stop for a whole hour, it almost seems plausible to stop for 8. I really don't care for the exhaustion rules, but... Solid. I like it if the DM has the flexibility of a range of times, 1-15'd be even better, or just "at least a few minutes, but nor more than an hour, if resting is possible at all." OK...[B] A third rest category? ... OK, I think it's good idea, on balance. Are you going to keep the rule about not taking multiple long rests in a day? I'd still rather see flexibility than fixed durations. Shouldn't the DM be free to judge that conditions preclude resting, cut PCs some slack with a 6-hr rest, or whatever? I suppose, rather than it being a third category of rest, it could just be ... "after at least one day of Downtime?" Or a 'Downtime Rest,' perhaps? So, wait, if you rest & fail to get back a special ability, you get /more/ tired? That doesn't sound quite right. You could kill yourself by taking 8 short rests and rolling a series of 1s? The increasing DC seems a sufficient limit.[/b] [/QUOTE]
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