Rest Mechanics

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Ice9
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Joined: Fri Mar 07, 2008 7:54 pm

Post by Ice9 »

Do you want resource attrition to be a thing and the resting is disrupting that, or do you just want people continuing on more and resting less?

Because in the latter case, you can do that easily by having few/no per-day resources. Like, if everyone is on ToB or Warlock style mechanics, and healing is unlimited per encounter, then the amount of encounters people will do before resting is "probably all of them".

If you make the limited resources purely defensive (like say, 4E-style healing surges, or poison/curses/etc that takes daily resources to remove) then there's no reason to rest until they do get depleted, which is under your control. And if there's a limited amount that can be lost in a single battle, then you get some degree of attrition without any benefit to constant resting.

So for example
* All active PC abilities are at will or short recharge.
* A short recharge heals up standard damage, optionally with a maximum amount healed per-day that's substantially larger than your HP at a single time.
* Some kinds of negative conditions are only healed by a longer rest, but most of those don't get really bad until you have 3+ steps on the track, and it's rare to get more than one step per battle.
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