Resting and preparation

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Tantive
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Resting and preparation

Unread post by Tantive »

This is not truly a suggestion to be taken fully seriously, but rather one of discussion.

What if you only got to to get one long rest per day/night cycle on the server. This is assuming that we still use the shortened cycle of ingame time then a real 24 hour window. Obviously we're limited also with server uptime, but what if you did get only 1 long rest when the server would be online. Short rests are more.

Is it mechanically even possible?

How much would this change our experience with the content on the map?
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artemitavik
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Re: Resting and preparation

Unread post by artemitavik »

I've been on servers that had a sort of thing with this, where you had "rations" but I don't think without extensive modding you can have a difference bewteen Long/short rests.

That's not a thing in the base of 3.5 and thus was not included in the hardcoding of the game.
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Gadwin
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Re: Resting and preparation

Unread post by Gadwin »

"How much would this change our experience with the content on the map?"

any class that uses fairly limited resources beyond lengthy buffs would probably be in for a world of painful mediocrity. classes that do not rely on resources but rather cooldowns, would be comparatively unaffected

things like Duelist, MAA and Fighter would begin to really outshine most any spellcaster, for example, to the point that it would in turn prompt a rework of some kind for all those classes with limited resources for them to be on par
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zhazz
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Re: Resting and preparation

Unread post by zhazz »

Gadwin wrote: Sat Mar 04, 2023 9:31 pm "How much would this change our experience with the content on the map?"

any class that uses fairly limited resources beyond lengthy buffs would probably be in for a world of painful mediocrity. classes that do not rely on resources but rather cooldowns, would be comparatively unaffected

things like Duelist, MAA and Fighter would begin to really outshine most any spellcaster, for example, to the point that it would in turn prompt a rework of some kind for all those classes with limited resources for them to be on par
The main contributor to this being that in typical PnP casters don't run around fully buffed all the time. Nor do is a combat session expected to last 60+ minutes (360 rounds). Rather combat is usually 10 to 15 rounds (1 to 1.5 minutes), with very little "fodder" combat before the main event. The group travels to the big villain, maybe take out a few guards with stealth, and then it's clobbering time! Main spell casting prep happens right before the big foe, not at the start of their lair.

And of course we don't have Persistent Spell on the server, which would at least allow some of the basic defenses to be permanently up at the expense of a few 7th to 9th level slots.

It's an interesting concept, having fewer rest periods in an in-game day. But for that to work, at the very least, Persistent Spell needs to be enabled. It will still limit blasting power, for which there's no good solution outside of Reserve Feats for regular combat, and actual spells for the big fights.
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