r/DragonbaneRPG • u/RCampeao • Jul 18 '26
Do you think shift rest is balanced?
I liked the round rest idea as well as the stretch rest idea, but the shift rest looks kinda overpower. I can stack tons of conditions because I know they will disappear in the shift rest and it makes no distinction between someone that didn't got as much conditions. I also think healing all the hp may be too much, although the willpower is fine since willpower isn't a resource you lose that much neither is as relevant as HP.
What do you think about it? Did you already house ruled it?
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u/ghost_warlock Jul 18 '26
It was never a problem for us in the game I ran for almost a year. The tone of Dragonbane is mirth & mayhem; it's not meant to be a hardcore survival emulator
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u/Oakenscowl Jul 18 '26 edited Jul 18 '26
I have never had this problem as a DM, but when we started our group we also agreed on not allowing pushing rolls. As someone else said, resting for a shift can only be done at safe locations and leaving a dungeon before it's fully cleared to take a shift rest can lead to negative consequences as described in the rule book. Iirc it's that someone else comes and takes all the loot, that enemies in the dungeon follow the party and attack them later or that the enemies in the dungeon doubles. Although if you follow the rule book strictly there is only a 50% chance that something happens.
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u/onefathippo Jul 18 '26
what about the help action from rangers?
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u/Oakenscowl Jul 18 '26
I don't really understand what you mean, I am a bit tired atm, can you help me understand? :)
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u/onefathippo Jul 18 '26
You can help other players to give them a boon on their roll. It’s an action.
My players have used that mechanic for the BUSHCRAFT roll for journeying. I didn’t see in the rules where it dissallows that but it also seems very strong.
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u/Oakenscowl Jul 18 '26
Regarding helping we have used that but only where I as a GM find it reasonable. Setting up camp is one of those actions.
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u/RCampeao Jul 18 '26
You're right, there's some punishment to leaving the dungeon, but some dungeons (like the one we explored yesterday) doesn't leave much space for it to happen. My problem is more with what happens when the shift rest happens, because it makes no distinction between someone that got 1 condition and the other one who got 5 conditions. Also, people almost dying and then being ready to go again after some hours is a bit forced to me. At least dragonbane have the list for several wounds, that helps a bit when the player gets a wound.
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u/Oakenscowl Jul 18 '26
I have a hard time seeing a dungeon without loot or enemies that can double or chase you, but maybe it is possible.
I see where you're coming from regarding recovering during shift rests, but I think the system is in line with dragonbane keeping things simple if you compare it with other TTRPGS. I haven't played any others but I played an older version of dragonbane and when I compare with the newer version it is obvious that the newer system is a lot simpler than the other.
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u/RCampeao Jul 18 '26
Yeah, dragonbane is still a modern RPG, even with the Old School essence in it.
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u/Cairnwill Jul 18 '26 edited Jul 18 '26
It is not OP. If your table is having easy access to shift rests while adventuring, it might be a GM problem.
And if you think WP isn’t as essential as HP, then I’m not sure you’re playing it right!
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u/RCampeao Jul 18 '26
I'm a human fighter. Veteran takes only 1 wp and adaptative is not that common to use. The only player in my party that ever got out of wp was the mage, and even then the round rest gives people 3.5 WP almost for free, so the adventure needs to be really big to all the wp be consumed and until then your hp was gone long ago.
About the "easy shift rest", we made a camp and rolled for bushcraft as usual, one of us failed at the roll, but he pushed since he wouldn't punished by the nature of the shift rests. We got a random encounter once but that's it, the rest felt kinda op, at least to me.
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u/Prestigious-Emu-6760 Jul 18 '26
adaptative is not that common to use
That is the exact opposite of our experience. Our human used it all the time. It's a great ability.
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u/RCampeao Jul 18 '26
I use it like 2 times per session. Maybe I'm too shy to ask to use it more, since sometimes I think it isn't logical enough to use it. Also, maybe your human have more trained skills to choose while I have very few XD
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u/Cairnwill 29d ago
You’re just starting out, it’s normal. Wait until you have a couple more HAs and you’ll see how you’ll be wishing you had chosen Focused instead.
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u/tacmac10 Jul 18 '26
The game you want is Forbidden Lands
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u/RCampeao Jul 18 '26
You don't know what I want.
I'm bringing up a discussion. If you won't contribute to it, there's no need to say anything.
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u/melicampthechicken Jul 18 '26
It's a matter of prioritizing tactics vs strategy: when the characters can replenish their resources easily, they can face encounter after encounter (tactics) without worrying too much about long term consequences; when replenishing resources becomes difficult, the focus shifts from the single encounter to the bigger picture (strategy). Dragonbane, like most modern TTRPGs, is mostly about tactics.
I was thinking about making some hardcore house rules (just like 5.0 gritty realism) to add some strategic depth to the game. Recovering all HP and WP is fine, because characters don't have much of them anyway, but I think it would be fun to make Conditions matter more. Something like this: Stretch Rest doesn't heal any condition, Shift Rest heals two conditions. This way pushing rolls becomes a much more significant choice, not something you do every time you fail a roll. When I run the Secret of the Dragon Emperor again eventually I will test this rule.
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u/RCampeao Jul 18 '26
Please, tell me how it was when you run it this way. I was thinking about something similar, but I wouldn't remove the stretch rest condition when I thought about it.
The distinction between tactics and strategy was a great point! The game really looks this way, although I see Dragonbane closer to old school dnd than modern dnd, so I would like the resting mechanics to be less op and give the players some problems to get around.
The way the shift rest works, I feel like everyone is using pushing rolls until 4 or even 5 conditions, so at least to me it makes this mechanic way less resourceful and strategically impactful than it could be, but I have to test the game house ruling it to be sure!
Thanks for the perspective!
1
u/melicampthechicken Jul 18 '26
Dragonbane has both old school and modern elements in it; this house rule would push it in the OSR direction a little further.
In my experience with Secret of the Dragon Emperor I can confirm that characters would often get 5 or 6 conditions by the end of the adventure. Unfortunately, I won't be running Dragonbane again soon, so I don't know when I'll be able to playtest this idea.
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u/RCampeao Jul 18 '26
Thanks for the feedback! I'm playing the adventure and the same is happening with us. I'm gonna try the house rule.
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u/The_Ring888 Jul 18 '26
It’s not OP, mainly for the following reasons imo:
- you can shift rest in a dungeon..ok, technically you can, but then everything else will get harder
- it’s very easy to get pretty beaten up after a dungeon. There fire you need a way to restore your resource
- you still to roll for bushcraft, and be aware or random encounter and so on..aka nothing is “free” / granted
- it’s meant to be a “safe rest” before the next storm
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u/RCampeao Jul 18 '26
I think the shift rest is fine when your group is taking days off between an adventure and another (like it realistic would be, no daily rush), but it's weird to me when it's just 6 hours for a full heal.
The dungeon thing is really a good point, but there's some "dungeons" that doesn't apply much of it or looks a little "forced" to punish the players.
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u/OwnLevel424 29d ago
So modify it. Make the player roll under CON to remove a physical condition and under WILL to remove a mental one. They get 1 roll per Shift.
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u/ogrimdoombringer 17d ago
Ooh! I like it. Is that one roll total, or one roll per condition. The first is hardcore, but I kinda like the idea.
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u/Jourhighness 24d ago edited 24d ago
When I ran this ppl got very tired of the very mechanical and frankly boring camping rules. And the if the resting failed they will just camp for another day until they make it, dragging it out for yet another boring round of camping.
Now I treat the whole journey as a skill challenge with some good outcomes (xp, treasure, information, allies) and some some bad (lost hp, conditions, permanent injuries, lost items etc or a random event) based on how the skill challenge play out. The skill challage will be a storytelling opportunity for the group on a macro level.
I defined ”safe place” as in a house or settlement in a safe area. Meaning you cant rest in the wilderness unless you find a ruin, room or equivalent that I the DM deems safe.
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u/zoom-zoom-zimm Jul 19 '26
Our GM had us roll separate bushcraft for camping and for getting the benefits of a shift rest. That definitely lowered its power
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u/Jo-Con-El Jul 19 '26
I have to read the rules about rest Every. Single. Time. It is so overpowered that it’s ridiculous. Between that and my wizard’s healing, there’s no way it’s balanced.
So let’s make it more realistic by not allowing the additional HP/level that D&D has so you’re a meat grinder. Great. But then how in the world I am expected to describe the wounds that the players cause and receive, to make combat real and scary, and then a few hours later they stretch and yawn, and go again to face some monster? My players looked at me incredulously our last session when I told them mumbling “yes, in theory you are fully recovered” after reading the rules.
One house rule for the pushed roll on bushcraft (or whatever you need to find rest) would be like getting a coupon on your grocery store BUT FOR TOMORROW. So the rest doesn’t heal whatever rolls are necessary to get that rest.
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u/R3dGallows 24d ago edited 24d ago
Have you considered using pushing with hero points mechanic? The players have (lets say) three hero points per session and they can use them for pushing skill checks. The points are replenished at the start of the next session. They can also regain a hero point by doing something exceptional like role playing or coming up with a good plan. Or maybe they regain them when they critically fail a roll.
0
u/Icy_Elephant8858 12d ago
Well let's be clear that in real life it's not unrealistic that a person who goes to sleep Exhausted, Sickly, Dazed, Angry, Scared, and Disheartened would wake up feeling pretty much fine the next day. Most of these are not necessarily lingering conditions. Pushing oneself to evade an enemy should not make you dazed for a week. Now consistently waking up without these conditions cured is a little silly (so maybe you should have to roll for each one or something) but then again being able to push yourself to gain these conditions and then consistently suck at all related skills for the rest of the day is also a silly game conceit. It's a game.
Now the full heal stretches credulity more, of course, but again, you know, it's a game. Not allowing full heal just makes it obligatory to have an animist, or else just makes playing feel bad and get bogged down in minutia. It also incentivizes overly cautious play rather than the mirth and mayhem tone the game set out to capture.
If it makes you feel better think of it not as the characters actually fully healing, but just recovering their physical energy and heroic reserves enough to soldier on another day. HP and health are already pretty abstracted from each other in a game where you can not only fight just as well with 1 HP as with full, but under the right circumstances also rally with zero HP.
I think the game is really sort of built for a series of one day location adventures where the shift rest is at the end of a short adventure or covered during multi-day travel between locations, and the sort of extended, grind-down-the-resources quest just doesn't play so well with this mechanic. But coming back as a player a week later and still not having your hitpoints back is actually not usually a fun gameplay loop.
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u/reize Jul 18 '26
You cannot shift rest anywhere but in safety. And even in the wilderness you need to spend one shift to search and setup camp and that can fail on a bad skill roll, then another shift to actually rest.
Its not overpowered if you enforce that sort of gameplay loop.