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This has been bugging me for a while: how do D&D purists feel about the resting and stat rolls aspects of the Infinity Engine games?

It struck me as unbelievable that a group of explorers would camp 15 days in an undead tomb to get back to full health. Are they supposed to go regen health only in towns, and use the rest only to refill spells?

And stat rolls: I naturally wanted my characters to have high rolls, tweaked stats for their role. Would a real D&D player accept whatever roll they got? And not tweak the stats (i.e. constitution for a tank)? Thanks for any info.
In an actual DnD game there is less combat (in my opinion because it takes too long and is boring, but I stopped playing pen-and-paper DnD for a reason), so there's no need to rest that often, or at all, in most `dungeons'.

How a group deals with rolls/point buy depends very much on the preferences of the group.
Post edited October 30, 2010 by LordCinnamon
In p&p D&D people tend to rest to recover spells. Then they will have a priest (or druid, ranger, paladin, etc) cast healing spells and then maybe rest again if the healer expended too many spells. Ofc in p&p a DM can make any rule he/she wants if it improves gameplay so a DM could just rule that resting in safety (Inn, Hotel, etc) would restore all hitpoints. Or maybe a friendly priest from a nearby temple will provide free healing to any adventurers helping the community.

How stats are rolled has many, many different options.
A method I have used a lot is to let players roll 4d6 and drop the lowest die. Do this 6 times and let players assign the result to any stat they want. This is not perfect. I remember a campaign where I rolled 2x 18 a 15 and the rest between 10 and 13. These are incredibly powerful stats for a p&p game. Another player was happy to have 2x 13 and 2x 14 which allowed him to pick ranger if just barely. This was in a 2e game where bonuses don't start until you have 15+ so there was a huge difference in character power.

A better system is the one used by NWN (and both Kotor games) which gives you a limited number of points (25-32 usually) which you spend to increase stats. As you increase stats it becomes more expensive to increase them. Your stats start at 8 and can be raised to 18. Raising a stat to 14 will cost you 6 points but increasing a stat to 18 will cost you 16 points! Note that this systems favors moderately high scores (12-14) and is therefore unsuitable for 2e D&D where generally only 15+ scores give bonuses.
Post edited October 30, 2010 by gnarbrag