Originally Posted by RumRunner151
Originally Posted by Tzelanit
I'm just confused as to how endless feedback poured in about the rest system in general, and how short rests are pointless when you can endlessly abuse long rests, and the ultimate solution after months of complaints were to give us two short rests. That decision very much feels like a massive corporation cracking open their dusty employee suggestion box twice a year, and it's packed to the brim with legitimate concerns and suggestions that are easy to implement, and corporate's response to all of it is to add another K-Cup flavor into the rotation. Like having the option for a "Sumatra Breakfast Blend" really addresses the fact that Todd from IT is repeatedly caught in the women's bathroom.


I love your example in spite of disagreeing with you.
1) You can use the system however you want. You can choose how often to rest. Others can choose differently. When I play, I have certain rules I follow like no barrelmancy even though I could. Think the rest system is too permissible? Clamp it down in your rules.
2) Keep in mind combat in CRPG is different from PnP. In PnP, Wizards have way more utility and creative choices. Limit their rest too much in CRPGs and they become ineffective. It's not apples to apples.


I feel like there's a middle ground here that other games have found. Camping Supplies. Short rests are free, camping requires supplies. Hold a max of 4 at a time or something, don't spread them too thin out in the world and make them available in shops. Now there's this other tiny layer of management and mindfulness that isn't obtrusive, and it trains you to be just slightly more conservative with long rest abuse.


I don't want to fall to bits 'cos of excess existential thought.