clearstream
(He, Him)
Aren't rests just a game balance rather than advanced rules issue? I believe not, for the following reason. Rests create design space for ability diversity. Without rests, we can't have nice things like rich class designs. Rests let designers create strong abilities that cannot be used every combat, and weak abilities that can be used every combat. For example, cantrips (use every turn) and wizard spells (use every few combats). That presents more interesting decisions to players. There are two options for rests that have received a lot of ideation and testing -
A) We can have rests that cannot be prevented, but are mechanically constrained. For example, an instant short rest at the end of every second combat.
OR
B) We can have rests that can be prevented, but are not mechanically constrained. For example, an 8 hour long rest whenever you like... but it can be interrupted.
What about
C) Rests that can be prevented and are mechanically constrained? I think this is dead space: unlikely to be fun. Players have no choice, but can be punished.
Both A) and B) can satisfy the purpose of rests. There is plenty of scope in those two mechanical ideas for advanced rests that can form a better foundation for advanced game options. The current RAW straddles those options and does neither effectively: leading to dissatisfaction. B) needs to be pushed out further toward its pole. A) doesn't exist. I want to advocate that the Level Up offers players both A) a mechanically constrained system using instant rests, rest points or stochastic rests, whichever can be made to work smoothly, and B), a more polar narrative-time system - something like Gritty Realism (which doesn't work, for the record) or the adaption of Gritty Realism that I have posted elsewhere.
A) We can have rests that cannot be prevented, but are mechanically constrained. For example, an instant short rest at the end of every second combat.
OR
B) We can have rests that can be prevented, but are not mechanically constrained. For example, an 8 hour long rest whenever you like... but it can be interrupted.
What about
C) Rests that can be prevented and are mechanically constrained? I think this is dead space: unlikely to be fun. Players have no choice, but can be punished.
Both A) and B) can satisfy the purpose of rests. There is plenty of scope in those two mechanical ideas for advanced rests that can form a better foundation for advanced game options. The current RAW straddles those options and does neither effectively: leading to dissatisfaction. B) needs to be pushed out further toward its pole. A) doesn't exist. I want to advocate that the Level Up offers players both A) a mechanically constrained system using instant rests, rest points or stochastic rests, whichever can be made to work smoothly, and B), a more polar narrative-time system - something like Gritty Realism (which doesn't work, for the record) or the adaption of Gritty Realism that I have posted elsewhere.