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<blockquote data-quote="tetrasodium" data-source="post: 8377231" data-attributes="member: 93670"><p>[ATTACH=full]142384[/ATTACH]</p><p>[ATTACH=full]142386[/ATTACH]</p><p>[ATTACH=full]142389[/ATTACH]</p><p></p><p>[/spoiler]</p><p><em>Any</em> interruption has an impact on recovery & hp recovery is significantly less than "all lost hit points" making resting in unsafe territory something th at can easily be one step forward with two steps back or vice versa.</p><p></p><p>[spoiler="here is how it works in 5e"][ATTACH=full]142387[/ATTACH]</p><p>[ATTACH=full]142388[/ATTACH]</p><p>[/spoiler]</p><p><em>Every </em>party has access to that, If combat lasts fo<em>r one hour</em>. it will interrupt the rest. If less than an hour "ok lets finish the rest". Tiny hut is one of the many "well actually no we ignore that problem too" & as was covered earlier players have some level of self preservation so will put effort into gaining abilities that mitigate risk.</p><p></p><p>It was my original point before you got repeatedly found ways to distract from it in defense of 5e. A system that relies on rewarding players will run into problems because of how 5e is coded to provide the gm very little room to provide those items (directly or via purchase.) due to being built with no magic item budget. 5e further binds the GM's hands here with a very low lethality that makes restorative & protective items not really needed or even all that important. </p><p></p><p>As often as wotc themselves likes to brag in detail about how you don't need magic items and how they aren't required that alone discounts all of your but my players have magic items discourse. Adding them to exploration means subtracting the very limited budget allotted to them elsewhere. You want to ignore all of that and instead debate how a gm can fix 5e in order to avoid the problems for this reward based system that are created by 5e itself & keep lunging further from the point with each post.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8377231, member: 93670"] [ATTACH type="full"]142384[/ATTACH] [ATTACH type="full"]142386[/ATTACH] [ATTACH type="full"]142389[/ATTACH] [/spoiler] [I]Any[/I] interruption has an impact on recovery & hp recovery is significantly less than "all lost hit points" making resting in unsafe territory something th at can easily be one step forward with two steps back or vice versa. [spoiler="here is how it works in 5e"][ATTACH type="full"]142387[/ATTACH] [ATTACH type="full"]142388[/ATTACH] [/spoiler] [I]Every [/I]party has access to that, If combat lasts fo[I]r one hour[/I]. it will interrupt the rest. If less than an hour "ok lets finish the rest". Tiny hut is one of the many "well actually no we ignore that problem too" & as was covered earlier players have some level of self preservation so will put effort into gaining abilities that mitigate risk. It was my original point before you got repeatedly found ways to distract from it in defense of 5e. A system that relies on rewarding players will run into problems because of how 5e is coded to provide the gm very little room to provide those items (directly or via purchase.) due to being built with no magic item budget. 5e further binds the GM's hands here with a very low lethality that makes restorative & protective items not really needed or even all that important. As often as wotc themselves likes to brag in detail about how you don't need magic items and how they aren't required that alone discounts all of your but my players have magic items discourse. Adding them to exploration means subtracting the very limited budget allotted to them elsewhere. You want to ignore all of that and instead debate how a gm can fix 5e in order to avoid the problems for this reward based system that are created by 5e itself & keep lunging further from the point with each post. [/QUOTE]
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