Originally Posted by Tomoya
Honestly, I feel like Pathfinder Kingmaker handled the rest aspect in a really neat way.

The timers would be a big ask for I can't imagine its easy to come up with the correct amount of time for a large variety of different players, but I really enjoyed making camp and assigning roles to my party based on their skills (cooking, hunting, guards, ect)

Camping also cost resources if you couldn't hunt, in dangerous areas, which would be a good solution for rest spamming in places like the underdark and in the middle of goblin town.


What would be the justification for a timer though? If the goal is to make the game mechanically challenging, why would anyone take 5e rules that focus very much narrative over mechanics and leave a lot of room for DM interpretation. 4e and PF2 game systems are much more suited to be translated into the PC game world. So I still believe that the focus is in choose-your-own-adventure. So what in-world justification would be there (in any given situation) to say "no, stop procrastinating, get along with your quest".


Originally Posted by vampire
I would like to submit the following article as evidence:
Hitting the Rest Button
https://theangrygm.com/hitting-the-rest-button/

Other Unordered Thoughts:
- Limiting rests restricts player agency.
- Limiting rests restricts player agency.
- Rules as written (RAW) A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. Short rests are not limited
- BG3 currently does a great job of using failed quests to push the game forward.
- To make rests meaningful we need to have time be meaningful. This would also fix 10 min / 1 hr spells lasting all day.
-- Some quests can tie to a time limit.
--- with quests failing foward failure to time is not a ruined save.
- Rests should not be denied, but may be interupted. having them take time solves this.
-- perhaps monsters repopulate.
--- spawning more seems a lame, but if the guards are taken out it makes sense to call some of the reserve troops out of say the goblin party to fill for the recently slain guards.


Time needs to be meaningful, yes, but world-meaningful, not "finish quest in 1 rest for platinum trophy, 2 for gold ..." and so on. The quest-givers involved need to project the urgency and whatever the different stages of quest success could mean, need to be explained by the quest.

Last edited by tavor; 15/10/20 05:45 AM.