Sparky McDibben
2022-10-13, 10:08 PM
Hey y'all,
So I wound up improvising a weird little rest mechanic for some Underdark adventures my PCs are doing, and I wanted to solicit some feedback from the hive mind.
My PCs are leading an expedition into the Underdark, and my rules for random encounters had put a serious crimp in their style (I randomize what tier the encounter comes from, among other things), which led to them having to run away from several encounters. They kinda got tired of this, and asked if there was a way they could deter encounters by making a show of force (extra guard rotations, more fires, etc). I said sure, but that counts as a "quasi-rest."
A "quasi-rest" (and no, I'm not crazy about the name, but it was improvised) takes 8 hours, and acts as a short rest. You also get half your used Hit Dice back, but you have to choose between getting all of your spell slots restored, or all of your hit points restored.
I don't have a hard-and-fast rule for resources that are not listed above, but my general guide is that if a resource has to do with spells (like Sorcery Points), you get it back if you choose to recover your spells. If it has to do with hit points (like Lay on Hands), you get it back if you choose to recover your hit points.
The general context thus far has been mixed - I've run some pretty nasty scenarios so far this campaign, and it's frequently been a pain point for full casters as to which option to choose. Gishes like paladins get to choose if they want to smite or stay in the line for the next day.
Overall, it's doing what I wanted it to do, which is to give combat durable consequences while providing a benefit (no random encounters).
Questions:
What characters can optimize for this in unpleasant or game-breaking ways?
To what characters is this a non-choice? How could I make it more meaningful for them?
Could you modify this mechanic to do anything else?
So I wound up improvising a weird little rest mechanic for some Underdark adventures my PCs are doing, and I wanted to solicit some feedback from the hive mind.
My PCs are leading an expedition into the Underdark, and my rules for random encounters had put a serious crimp in their style (I randomize what tier the encounter comes from, among other things), which led to them having to run away from several encounters. They kinda got tired of this, and asked if there was a way they could deter encounters by making a show of force (extra guard rotations, more fires, etc). I said sure, but that counts as a "quasi-rest."
A "quasi-rest" (and no, I'm not crazy about the name, but it was improvised) takes 8 hours, and acts as a short rest. You also get half your used Hit Dice back, but you have to choose between getting all of your spell slots restored, or all of your hit points restored.
I don't have a hard-and-fast rule for resources that are not listed above, but my general guide is that if a resource has to do with spells (like Sorcery Points), you get it back if you choose to recover your spells. If it has to do with hit points (like Lay on Hands), you get it back if you choose to recover your hit points.
The general context thus far has been mixed - I've run some pretty nasty scenarios so far this campaign, and it's frequently been a pain point for full casters as to which option to choose. Gishes like paladins get to choose if they want to smite or stay in the line for the next day.
Overall, it's doing what I wanted it to do, which is to give combat durable consequences while providing a benefit (no random encounters).
Questions:
What characters can optimize for this in unpleasant or game-breaking ways?
To what characters is this a non-choice? How could I make it more meaningful for them?
Could you modify this mechanic to do anything else?