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Recovery Types #36

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Mythacri opened this issue Jun 30, 2024 · 9 comments
Open

Recovery Types #36

Mythacri opened this issue Jun 30, 2024 · 9 comments
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discussion The implementation is up for debate

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@Mythacri
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Long rests are called spa days
Short rests are called snack breaks

@Mythacri Mythacri changed the title Rests Rests (For Discussion) Jun 30, 2024
@krbz999 krbz999 added the discussion The implementation is up for debate label Jun 30, 2024
@krbz999 krbz999 added this to the Pre-Testing milestone Jul 3, 2024
@krbz999
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krbz999 commented Jul 3, 2024

It makes sense to have the concept of a "full rest", which would be the type of rest where all resources are restored. The question then is when and how such a rest is taken. Its existence is of course up for debate, as is a "short" rest, which would be a type of rest where the actor regains some resources, likely with a limited amount per day (per dungeon?).

@Mythacri
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Mythacri commented Jul 7, 2024

I would suggest short rests have a limited amount per dungeon BUT the amount should be based on the party size. The bigger the party, the more often you all can sit down and take a breather. Safety in numbers. Maybe during a short rest you can restore 1 dice to 1 of your pools and get small amount of health back based on a roll of your health dice.

Long rests could be taken outside of dungeons but not in towns or safe areas. Out camping or on extended travel maybe. Each rest provided 1 die added back to EACH of your pools, the reduction of negative effects, and a a maximum amount of a roll of your health dice.

A full rest would be something able to be done in town between dungeons. An extended period of time with which all abilities are reset, dice restores, and health restored.

@krbz999
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krbz999 commented Jul 20, 2024

Long rests could be taken outside of dungeons but not in towns or safe areas. Out camping or on extended travel maybe. Each rest provided 1 die added back to EACH of your pools, the reduction of negative effects, and a a maximum amount of a roll of your health dice.

A full rest would be something able to be done in town between dungeons. An extended period of time with which all abilities are reset, dice restores, and health restored.

Given this, what purpose does a "short/minor/whatever word" rest serve?

I think we should justify the need for a minor, major, and full "rest" before determining what they should do.

@NMyers17
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I would suggest short rests have a limited amount per dungeon BUT the amount should be based on the party size. The bigger the party, the more often you all can sit down and take a breather.

From a game perspective I'm not sure I agree with this. More Players = More resources = getting those resources back more often/easily?
This seems to punish small groups if anything shouldn't it be the opposite? If your group is small you can take more rests to compensate for the lack of total resources available. Larger groups already have more resources through having more people so don't really need that extra boost.

All this is to really try and allow the game to share some sort of balance for if you have 2 players or 5.

@Mythacri
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OKAY! I've given this a little bit of thought. Here are the Rest Options:

Take a Breather: You and your group have been running through this dungeon for a while now and have sustained several injuries. It is too dangerous to stay for too long but a quick break could benefit everyone.

  • Used for minor resource recovery and to give players a bit of time in the dungeons to engage in roleplay with eachother.

Make Camp: You and your group have finally found a safe place to sit down outside of the dungeon. Together you pool your resources, secure your sleeping area, and plan for the following days. Finally able to rest you are able to recover from some of your heavier injuries and exhaustions.

  • Long recovery that allows for random encounter interactions as well as resource allocation. Does not allow for players to purchase new equipment or craft complex items.

Vacation: After several adventures and dungeon delving expeditions you find yourself and your group worn thin. It's time to take a vacation and fully recuperate your physical and mental energies. Take a spa day. Order some new supplies. See what can be made from that weird glowing skull you found. You've certainly earned it!

  • An extended recovery to allow for time skips fully replenishing resources (and draining some currency). Complicated crafting projects, letting players browse through shop lists (possibly referencing Cyber Punk Red for this. Shopping is simply time + money with increasing one allowing you to lower the other). Also allows for more NPC's to be introduced.

@krbz999

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@krbz999 krbz999 closed this as completed Aug 29, 2024
@krbz999 krbz999 reopened this Aug 29, 2024
@krbz999 krbz999 changed the title Rests (For Discussion) Recovery Types Aug 29, 2024
@InnilToo
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InnilToo commented Sep 8, 2024

I propose a different approach to rest than the one we are used to from DnD.
There is only one rest and it is measured in how long it lasts. Additionally, the characters can fill in "roles" and use supplies (food/shelter). Resources are then recovered based on how long the rest was, what supplies were used, and what did the characters do during the rest.

Example:
A party of 4, Barbara, Lucien, Jerome, and Umashu, make camp for the night. They decide to rest until the next day's sunrise which is 10 hours away.
Barbara decides to fill the role of a cook for the evening and prepare a meal from the supplies the party has. She knows several recipes and has supplies for some of them, so she decides to make a hearty deer spicy stew for her crew. Which results in extra X resources recovered for each hour of rest.
Lucien breaks the camp and makes sure everyone has a good place to sleep at for the night. That gives the party X bonus to something.
Jerome wants to keep watch and secure the camp, that gives the party a X bonus to a check to stay safe.
Umashu is working as a watch backup.

I think the Pathfinder is using something like that, I vaguely remember that from the Wrath of the Righteous.
image

@krbz999
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krbz999 commented Sep 11, 2024

There is only one rest and it is measured in how long it lasts.

This assumes the concept of time-tracking, which hasn't been touched upon yet (I am in favor of not including time tracking for any purpose other than narration).

Resources are then recovered based on how long the rest was, what supplies were used, and what did the characters do during the rest.

However, what do they recover?

@krbz999
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krbz999 commented Oct 13, 2024

An additional suggestion was

  • one type of recovery
  • the recovery restores all mana dice, all stamina dice, and any item with limited uses (such as an eventual limited-use feature but not e.g. an elixir's limited uses)
  • health dice are not restored
  • health is not restored
  • health dice can be spent to restore health

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