Hi! Everytime a new OneD&D playtest packet is out, I first check the rest rules... I know the DMG suggests the XP budget for the adventuring day, one can mix different encounters and battles of different difficulty if one master wants to create some adventuring days with resource attrition.
The guideline works good for dungeon adventures and urban ones (string of rooms or encounters). But, for random encounters in wilderness and travels, this is not good: if random encounters rolls give only one encounter for a day, having it sandwitched between two long rests give the players the boringness of doing a meaningless battle. They just need to arrive at 1hp after the battle and everything will be ok for them.
The most speaked "official" rule variant is the Gritty Realism, but that doesn't work for Dungeons or Cities. It "fixes" one part of the game "breaking" the other. There are a lot of "homebrewed" rules, like safe havens, Uncharted Journeys book rules, changing the grittines midcampaign based on the location, and so on, that tries to fix the wilderness ones without breaking the dungeon portion. It seems so strange to me that one should go on custom/non official rules to make the game works (not that there is something wrong in it! Just for sake of talking).
Reading the DMG again, I noticed the slow natural healing rules... why that rule is not often invoked when speaking about this problem? It should fix both part of the game, IMHO.
In dungeons, you slow down things a bit, making multiday dungeons really dangerous because you don't start with full hp every time, but DMs can add some healing potions here and there.
In wilderness, every day you can go nova because you start with all your class feature at full, but after a bad previous day, you go a little more cautious on next encounters. Maybe the party will be lucky, and after a calm wilderness day the will regain HP, if they encounter a new foe, they will be cautious if they don't have full HP.
The guideline works good for dungeon adventures and urban ones (string of rooms or encounters). But, for random encounters in wilderness and travels, this is not good: if random encounters rolls give only one encounter for a day, having it sandwitched between two long rests give the players the boringness of doing a meaningless battle. They just need to arrive at 1hp after the battle and everything will be ok for them.
The most speaked "official" rule variant is the Gritty Realism, but that doesn't work for Dungeons or Cities. It "fixes" one part of the game "breaking" the other. There are a lot of "homebrewed" rules, like safe havens, Uncharted Journeys book rules, changing the grittines midcampaign based on the location, and so on, that tries to fix the wilderness ones without breaking the dungeon portion. It seems so strange to me that one should go on custom/non official rules to make the game works (not that there is something wrong in it! Just for sake of talking).
Reading the DMG again, I noticed the slow natural healing rules... why that rule is not often invoked when speaking about this problem? It should fix both part of the game, IMHO.
In dungeons, you slow down things a bit, making multiday dungeons really dangerous because you don't start with full hp every time, but DMs can add some healing potions here and there.
In wilderness, every day you can go nova because you start with all your class feature at full, but after a bad previous day, you go a little more cautious on next encounters. Maybe the party will be lucky, and after a calm wilderness day the will regain HP, if they encounter a new foe, they will be cautious if they don't have full HP.