It would really suck if only Discipline Heroes could take advantage of an Extended Rest, and it would really suck if only Initiative Heroes could fight monsters. Some kind of compromise is needed, I think. Using RPG Maker and Inform 7 has given me some ideas for implementation, not all of them fully realized.
Fourth Edition Dungeons & Dragons imposes a restriction on taking an Extended Rest. You’re only allowed one every twelve hours, and this is intended to balance with the increased power of individual characters. It’s a system that works when players use it. Otherwise they tend to steamroll encounters. Not the designers’ fault.
I like integrating gameplay concepts as simply and close to the core as possible to insure their absorption and use. For instance, making the Soldier able to rest more often than other classes is one way of encouraging use of the resting system as intended. Make the rules really easy to use, and available to everyone.
That way, the soldier can grind monsters faster. But where’s the limit?
I think that’s where Initiative comes in – an Initiative Hero can designate and engage “non-monsters” more often, in what may amount to special dungeon “unlocks” or something. I’m not sure if tying them to the Quest System will work, but that’s where I started looking. There are wandering monsters who present “acceptable targets.”
But entering a monster’s lair? That takes something else. I’m not sure if an Initiative Hero enables a “raid” in the way that a quest might, but that’s kind of what I’m thinking. Without Initiative, any other hero needs more motivation to enter such a location, be it revenge, treasure, or an exclamation mark. Raids are an Initiative thing.
It could be comparable to the ridiculous Assassin-missions you can send your recruits on in Assassin’s Creed: Brotherhood. You’re commanding your minions and followers to perform quests and raids in your name, which may well represent what it is your Initiative Hero is doing. Basically “assigning” quests. It’s worth considering.
What this would do however, is take something like “the raid” out of the hands of a particular faction (you may or may not remember my writing about faction powers) and put it directly in the hands of characters of a certain Craft. I like this because it enables a degree of flexibility. Anyone can conduct a raid, with the expected consequences.
Monsters represent the grey area here. Your enemies will more often than not be mortal humans of other tribes and such, and monsters occupy that morally grey area. I mean, morals don’t play the same role in Norvendae that they do in others, but they still exist, albeit in a different capacity. More on that … later.