redrick
First Post
That's easy to say.
But the reality is that there is no system support for enforcing that recommendation.
Everytime I say this, people dismiss me by saying "make the story put a time pressure on the heroes", but having the princess get eaten in exactly 36 hours, go! gets old fast.
The reality is that most published adventures and lots of fantasy stories simply doesn't give a hoot about making sure the heroes face 6-8 encounters before they can rest.
Only in dungeon bashing do you even come close, and even then, it's mostly up to the players drive and curiosity.
The truly wearying part? As soon as you bring up true solutions, such as suggesting you simply can't benefit from a long rest until after, say, five encounters, people totally lose it, cry foul, and completely lose any coherent ability to discuss further...
We never get anywhere as long as some people keep saying "you didn't keep to the recommendations" without the slightest hint on how to actually do that!!
Personally, I'm totally averse to any sort of coded in encounters/rest rule. It feels like too much of an external game-ist pressure that has no in-game justification. But, if it's the easiest way to keep your game humming, I think it's fine. (I'm also not a fan of putting all adventures on some sort of ticking clock.)
To me, the number one mechanism for limiting rests is Wandering Monsters. And it doesn't have to be rolled on some random chart of wandering monsters if you don't want. Why don't the monsters that the PCs haven't encountered yet just come and find the PCs while they sleep? As long as your adventure location is populated with enough encounters, the adventurers will have to face those encounters somehow. Why are they the only ones who get to kick down doors and raise a ruckus?
Sometimes, adventurers are really going to want to rest, and they will go to great lengths to fortify an area in order to do so. If that's the case, I'd say they deserve it! Just so long as it's not something they can do after every combat.