The_Furious_Puffin
First Post
I played through HotDQ and didn't notice that. The only chapter where I could see that happening was with certain encounters on the caravan trip.
Maybe if you gave specific examples?
Disclosure, I think that adventure is terrible and that campaign failed before we completed it (GM got a new job in a different city and one of the players got posted to Christmas Island) but it was most obvious right at the start in the sequences of encounters in Greenest(?) whatever the town that's under assault was. At level 1 I was playing a druid standing 5 miles away from everything and using a bow, but the frontliners kept getting dumpstered and then we had a critical issue of needing to rest because we'd used all the healing spells. I was the only healer in the party - which sucked, because I didn't want to be a healbot - I think one of the guys was a paladin but he died to something amazingly dumb in session 1 I think. The result was after several of the fights e.g. the challenge vs whatever that half dragon dude was, we literally couldn't continue without a long rest because multiple dudes were on 1 HP with no way of healing at all.
This then set up precisely the mechanic I'm talking about because the wizard gets the benefit of long rests and has a ton of spells. Sleep owns.
It kept happening though, we get trashed (despite me eating like 80 points of damage in one encounter, moon druid supremacy 4 lyfe) if the wizard didn't have sleep, which meant we'd be seriously short on healing which created a desire to long rest again. Which made the wizard better, because he's getting more spells. The caravan section had the same problem as you point out because you can rest a lot.
A bunch of the players were new to 5E (I was literally the only guy who'd played 5E before) and the wizard was a 2nd ed veteran (Which was why he'd taken sleep) and everyone else was new
This long rest every 3 sessions is a bit of ... hard to operate. It's kind of awkward because things aren't always so plan-able. Say the party finishes the quest after 2 sessions instead of 3, but are all battered and drained of healing resources. The next adventure happens in 3 weeks of in game time while the party does "between adventure stuff", shuffling along barely conscious. They start the new quest still hurt, but after 2 days on the road near the dungeon they break camp and... I don't know, make great pancakes or something (end of session 3) and tada, all better!
... wut?
Yeah, its very not great.
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