[quote=GM4Him][quote=robertthebard]
Except that, even with an HD limit, players would be treating SRs exactly like you're complaining about people treating LRs. If one can simply roll a Warlock, per your example, and just SR their way to victory, why roll anything else? This is why I'd much rather see LRs restricted by requiring x number of SRs in between, while limiting the number, and number of times, one can take a SR. Whether that's 2 "per day", or based on HD doesn't matter to me. What really and truly matters is that I won't miss out on a comp romance, for example, because I was busy playing the game, instead of spending a majority of my time in camp.
The beauty of this is that the LRs need not require one to exhaust all possible SRs. If we run with a HD restriction, and the player has 4 HD, we can still restrict LRs to requiring 2 SRs, for example. Then it's just a matter of determining a good "cut off" time for SRs. However, any system that's affecting LRs must have a way to fix the ability of a player to miss out on relevant content. Anything that doesn't address this does not fix the game, but breaks it. So, from where I'm sitting, this is like a 25% solution, which does nothing to address the overall problem that I have with how LR/story beats are handled. Some of them require LRs, the dream sequences for example, and Astarion's little "adventure". Some of them really don't, like Gale's Weave scene. That could just as easily be handled with a quest marker on him, or his portrait, telling me that he needs to talk, and if I talk to him, he can suggest talking in camp. This would not require a rest at all, just having the convo there.
I think we're not connecting. My first suggestion was to untie dialogue from LR. Of course certain ones would have to be triggered by LR, like Raphael, but trust me, those could be worked in easier if other dialogues aren't tied to LR.
I suggested numerous times that dialogues could be tied to SR, even sending the party to camp to make it easier on Larian to implement. This, promoting SRs with character development as well. This only works, though, if you allow more than 2 SR a day, which is another reason why I want them to unlimit SR in terms of the hard 2 a day limit.
Using Hit Dice to limit SR actually works well because you don't have to spend Hit Dice whenever you SR. For example, Lae'zel has 3 HD. She has only lost 2 HP. She SRs and spends no HD during the rest. She saves them for later. However, she regains her Action Surge and Second Wind. Meanwhile, Shadowheart has 3 HD and only has 2 HP left. Oh yeah, she uses all 3 HD during her SR because of how hurt she is. She gains her channel divinity charges back, but no spell slots because she's a cleric. Wyll has 3HD and uses 1. He gains his spell slots back.
They adventure. Lae'zel loses a lot of HP. SH doesn't. Wyll does. Lae'zel uses 2 HD. Wyll uses 2. Everyone's low on HD now. Next fight might do them in for the day.
Different day. Lae'zel survives 3 fights without using HD during rests. SH uses all hers, and so does Wyll. Player switches out Wyll and SH and adds Gale and Astarion. They have full HD. Party continues that day full strength. 3 fights later, they've all spent 2 HD. Total SRs that day? Between all characters, maybe 6-8 SRs.
2 Long rests. 6-8 SRs used wisely between all party members. Day is extended a lot, and dialogues could be stretched out among all 6-8 SRs and the 2 LRs.