D&D 5E Resting and the frikkin' Elephant in the Room

CapnZapp

Legend
I quoted the relevant portion of your post I was addressing. And that portion was not talking about published adventures, but the rules themselves. You were pretty clear that you had two points, and they were that 1) the published adventures don't support X, and 2) the rules don't support X. So I quoted you the second point about the rules you appear to have missed. And now you're saying you didn't mention that second point about rules, despite my quoting you directly? And you're doing it in response to someone quoting my response to you, rather than directly to me?
There is no need to be testy about it. I reserve the right to respond to a post without checking up who started a particular subthread.

That I brought the rules into the discussion was to show how DMs are left to their own devices. And now I'm talking about DMs that run published campaigns. They read the DMG too.

That the rulebook dicusses the issue is to no help when you don't write adventures yourself. The writer whose work you buy is supposed to have read that stuff.

Besides, for all its discussion there is still next to zero actual enforcement mechanisms.


Oh no, you just punted one of the two points you were making when someone actually addressed that point. I can start to address your other point next, but first I wanted to establish your rules point was incorrect.

So now that we have addressed that the rules do in fact directly deal with this issue in the DMG, which adventure are you referring to that does not support this issue?
Don't try to hardline me, Mistwell - you know I won't buckle.

You don't get to misinterpret my mention of the rules to say my points are incorrect. I have never said the DMG is devoid of adventure writing advice. I am saying there is little to no enforcement in the rules as a whole, and that there are more rules that work against enforcement than toward it.

The rules don't get away with hundreds of pages that ignore the issue, and then simply writing a few paragraphs that off-load the burden on the DM (or adventure writer). Where are the actual enforcement variants?


Tell you what, I happen to have Princes of the Apocalypse handy, so let's start there.
Please do. It's possible it is enforcing rests to a much higher level than the other modules.

Once the PCs are done in town the first adventure starts on page 29, which references the DMG chapter 5 (that's the section I was quoting above), and then page 30. Not coincidentally, page 30 starts with "Random Encounters" and calls for four random encounter checks each day (and some of them are quite difficult).
Thank you. But are you sure you're discussing mid- to high level content here? (You could be, I'm just reminding you low-level content is generally fine even without much enforcement)

And how do you know when a Random Encounter is supposed to happen relative to where the adventurers are at? DMG Chapter 5, starting with page 85, Random Encounters, "Create Urgency" and "Drain Character Resources" followed by "Triggering Random Encounters" which specifies, for example, that the characters have stopped for a short or long rest.

The adventure is peppered with references to checking for random encounters throughout, adjusting the check frequency accordingly. For example, page 54, "Random Encounters. Characters lingering in the castle yard are likely to encounter various denizens of Rivergard going about their business. Check for random encounters once per 5 minutes during the day or once per 15 minutes at night." Similarly on page 68 in the Mines "Check for random encounters once per hour. "
This does seem to be a magnitude more involved enforcement than Strahd or Abyss. Thank you.

Later the adventure sets up a series of special counterattacks. Starting on page 76, "If the characters try to camp in any of the four temples while its elemental prophet is still alive, the prophet gathers reinforcements and sends them to attack the intruding party...Likewise, it isn’t safe to camp in a cleared Haunted Keep. The elemental prophets divine the characters’ location and send forces to harass the party. Small bands of cult raiders and mercenaries roam the Sumber Hills, so it’s a simple matter to order one such group to attack the characters at one of the Haunted Keeps. (See the “Random Encounters” section in chapter 2.)" It further describes additional retaliation, "As the party continues the assault on cult strongholds in Tyar-Besil, the elemental prophets look for ways to hit back hard, using their devastation orbs. The timing of these retaliatory encounters coincides with the party’s progress in overcoming the four temple complexes." Then further on that same page under "Reckless Hate" there is another rest-interrupting attack, "While the characters rest, trouble arrives on their doorstep." The next page, under "Warning" describes another interrupted sleep.

It gets worse from there. Page 82 has random encounter checks every 10 minutes. Page 85 has a random encounter every time the characters travel the main connecting path; not a random encounter check, but a guaranteed random encounter every single time. Page 86 has further hourly checks, page 93 has a random encounter on a roll of 1-6 on a d20 every time the characters pass through that area, page 101 has the same but on a 1-8, page 124 has a disrupting environmental effect on a roll of 11-20, page 128 has random encounter checks every 10 minutes, Page 135 every 30 minutes, Page 138 specifies a room specifically for a random encounter, Page 142 has random encounter checks every 30 minutes, etc..

And none of this even tries to count the number of intentional multi-part encounters.
Excellent. Now, what are your thoughts about Tyranny, Abyss, Strahd, Thunder and Yawning? Would you say Princes is typical or atypical?

So yes, when you use the DMG rules (which the adventure references) on how to use the random encounters the adventure references and the time frames and types and frequency of checks the adventure references, you should not be finding much issue with this problem using this published adventure. The rules address the issue, and the publish adventure uses those rules to address the issue.
This is exactly what I want, yes.

The better question at that point is why is your DM not using those tools the rules and the adventure supplies to address this issue? Are you guys just never encountering multi-part encounters and random encounters while resting like the rules and the published adventure provide for?
Not sure what you mean. I'm the DM but I haven't run Princes. I started this thread because I haven't come across a 5th edition adventure anywhere near this level of attention poured on the question of rest restriction and ways to meet the 6-8 encounter expectation.

So Princes get an OK from you. That's great to hear! Any other WotC 5e modules you'd like to share info on? Or do you concede my point that this stuff is mostly absent from the edition, even though it's more central to balance than ever?
 

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Corwin

Explorer
...left to their own devices...

...enforcement...

...off-load the burden...

...enforcing rests...

...rest restriction...

...expectation...

...central to balance...
I don't say this very often at all, but, I think you may be doing it wrong.

What I mean is, I believe you still are missing the whole intent of what a DM's job really is. I get that you say you are a DM. But you've repeatedly admitted to being lazy about your role and expecting the writers to do all the work for you. Which, again, I believe misses the point of what a DM really is expected to do. And I cannot think of a new way to tell you that in which you will finally get it. Many better folk than I have tried. In numerous ways. Elsewhere and even here in this thread. But to no avail. I wish you luck coming to terms with 5e's approach to the game and its expectations of play. Honestly. Or, as I've suggested, and offered to help, find a system/edition that better suits your needs. There are hundreds out there.
 

CapnZapp

Legend
I haven't noticed problems or issues. It matters, of course, what classes you have. The original party was Rogue, Paladin, Ranger x2, Sorcerer, Druid. Not much short resting there. The Rogue changed to Monk and one of the Rangers changed to a Fighter so I eventually got more short rest mechanics to deal with.

One benefit of eliminating short rest class features and making short rests only 5-15 minutes (for expending HD to regain HP) is that it's easier to design encounters. I don't have to care if/when players can rest an hour to regain resources. I can make a single encounter in a day harder and the short rest folks can still shine. The frontline fighter can be an Action Hero heroic chewing through two Action Surges or two Second Winds.

Adventuring Day design (or balance) for encounters devolves to determining whether the encounters are going to be in quick sequence/waves or spaced out (which is the usual). If the PCs can lightly search a room, loot bodies, and gather their stuff up they can rest. This is far easier than determining whether they can rest a full hour.

It's easy to switch from "Dungeon Time" to "Wilderness Time" with no short rests. "Dungeon Time" is where the PCs can go to a dungeon and get back to relative safety and comfort. That equals eight hours of rest for one long rest. "Wilderness Time" is where encounters might be spread out while the PCs trek cross country. You can extend a long rest to four days or a full week (Specifically 4 or 7 eight-hour rests). Whatever.

The game assumes 2 short rests per day and, therefore, a maximum of 3x short rest abilities per day. I only gave them 2x uses of short rest mechanics as I think in reality it's unlikely all PCs would be at zero short rest abilities when they actually took a short rest. In addition, converting short rest abilities to 2x per long rest adds a great deal of flexibility and encourages more use of the abilities as the PC knows precisely how many uses they have.

With everyone operating on a long rest, the only debate is about HP, and since rests are 5-15 minutes it's trivial. Basically, if you short rest for HP after an encounter you don't get to loot, search, cast detection spells (barring the party spending a seriously long time doing the aforementioned).

I love having gotten rid of short rests for class features.

EDIT: I don't find short rests of an hour and short rest class mechanics meaningfully engage me as a DM or the players in any of the three pillars of the game in a way I find interesting. It's not as interesting as interesting as camping for a night and it basically involves the PCs doing nothing. Short Resting is anti-gaming, IMO.
Thank you. Much of what you write are things I identify with.

So what you've done is:
1) double anything that returns by the hour (or so)
2) you need to long rest to get it back
3) short rests are 5-15 minutes and govern Hit Dice only.

Just asking so I got it right :)
 

CapnZapp

Legend
Hmm, it seems to me that encounter pacing and rest mechanics are two sides of the same coin, but at any rate, my point still stands: they designed an open-ended system with some middle-of-the-road resting mechanics, and let people do what they want with it.


Don't really know how to answer that, since there are no explicit encounter pacing rules like that, nor were there in the playtest.

Actually, I know what you're thinking of, the advice that a typical party can handle 6-8 encounters per day. I guess though that you are reading that as proscriptive (ie, you should be making that happen), but I think it is intended as descriptive (do what you want, but that's a reasonable ballpark for how much you can expect them to handle).
Tell that to the people that bring forth the "longer adventuring days" as if it was the Holy Grail...

By that I mean that: I wish it was descriptive, but the number of posters that say that all my problems stem from my failure to enforce longer adventuring days suggest otherwise.

As a description, what is there to playtest? It is either correct or not. Even that will depend very much on your encounters, but it seems like a reasonable place to start from. If it isn't correct for your group, you'll want to adapt. Is it that you think it is way off base in general?
What I mean is, did playtesters get to provide feedback on the decision to base the game on the assumption or not? Did alternatives get discussed at all?

For instance, if I could time travel I would have said that balancing classes based on a 2-3 non-trivial encounter day makes much more sense, since that is how the overwhelming majority of adventuring days of published modules look like. Also this is better in how it acknowledges a game with expansive and generous resting capabilities.
 


CapnZapp

Legend
Really, I think you also need some player buy-in. The players have to want to adventure for longer than two or three encounters. The players have to want to not nova and obliterate anything.
Thank you for bringing up something that so many people seemingly prefer to not discuss.

If there ever was competitive D&D-as-sport WOtC would have their work cut out for them...
 

jaelis

Oh this is where the title goes?
Tell that to the people that bring forth the "longer adventuring days" as if it was the Holy Grail...
I'd be happy to. :) But I think you might not be taking their advice as it is intended. If you ask the question, "How can I challenge my players more?" a fine answer is "Give them more encounters per day." That is not the same thing as asking how many encounters per day the game is designed for. Everyone's table is different, if your players need a bigger challenge then mine, then pushing a longer day is a way to achieve that.

(Other ways might include harder encounters, tougher resting rules, or outright nerfs of PC abilities.)

What I mean is, did playtesters get to provide feedback on the decision to base the game on the assumption or not? Did alternatives get discussed at all?
Since I don't believe the game is based on that assumption, I don't have an answer for that. But various resting mechanisms and ability refreshments mechanisms were certainly explored.

I'd add that at my table, 2-3 significant encounters between rests is what we'd most often do. With another 3-5 minor encounters, often enough. And that seems to work well for us.
 
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CapnZapp

Legend
Well... no. Why would they? That's up to the DM. If they force that, it'd be taking power out of the DM's hands.

If there was a hard attrition rule like "you can only take a long rest after seven encounters" things get super screwy. What if there's a month between encounters? What about boss fights? Do traps and environmental hazards count? How many encounters is a deadly boss fight?
Sometimes it would be a huge relief to be able to just point to the page in the adventure book and say "it's not me that's preventing your rest and generally making life hard, it's the adventure".

The secret that so few people want to acknowledge is that all these "the princess gets eaten in three days - hurry!" storylines are really completely arbitrary, and I dislike a game that forces me to come up with arbitrary thinly-disguised limitations.

I would much rather they were hardcoded in the game (as variants, he said to prevent people from bursting a blood vessel), so I would be freed from having to think up ever-new story complications, and the game would just work even if I present the players/characters with a wide-open sandbox.

At that point, you need something more. To me, it's utterly baffling how the game allows a central conceit like resting to rely on such a "low level" issue like a dry warm undisturbed bed. Relying on wandering monsters only takes you so far. Terrain and environment factors too. By mid level they are easily trivialized.

"You're about to cross the Desert of Parched Throats, which will take you approximately two weeks at best. You can only take long rests at Oases, should you find any. Good luck."

In this case, you can have a single encounter every other day and end up with 7 encounters per long rest, assuming you never find any Oasis. This way, every encounter becomes significant even if it is "easy" per DM guidelines.

But to make this work, I have to take away the characters' toys (teleportation or pocket dimension magics). While I can do that, I don't want to have to. It's much better if the game gives these toys to the DM, who then gets to be the good guy.

To me, it's the same long drawn-out war as with Detect Evil and alignment. Back in the old days, I would have been thrown out of town for suggesting these spells are bad for the game much how I get significant friction for suggesting to abandon the old bad resting mechanism. But I remain convinced the game will get there eventually, possibly over the graves of some of the posters in this very thread.
 

CapnZapp

Legend
My pleasure. I give a lot of credit to Metal Gear Solid 5's structure for inspiring me to this a couple of years ago. If you have a chance to play it, I highly recommend doing so.

The group I DM for just finished an Exploration Phase and will start their Mission this weekend. They've did a pretty good job in the Exploration section, so they will be able to avoid a couple of tough encounters, giving them a chance at a big treasure hoard to the side of the main objective if they are willing to take some risk of failing the primary goal. Watching them weigh the risk and reward of those moments is one of my favorite things about being a DM.

The other big advantage of this structure is it tends to allow for mission failure without TPK. A few missions back, they had a run of bad luck and ended up abandoning their primary goal. On this weekend's mission, the story stakes are much higher, and I could see them risking TPK to complete their mission, but either way the decision is theirs. It's not just a single battle that goes bad, it the culmination of several sessions of play all leading up to a decision to open that last door or run away and regroup.
I would love to see an official campaign module written with this in mind.
 

jaelis

Oh this is where the title goes?
"You're about to cross the Desert of Parched Throats, which will take you approximately two weeks at best. You can only take long rests at Oases, should you find any. Good luck."

In this case, you can have a single encounter every other day and end up with 7 encounters per long rest, assuming you never find any Oasis. This way, every encounter becomes significant even if it is "easy" per DM guidelines.
That sounds fine and awesome to me.

But to make this work, I have to take away the characters' toys (teleportation or pocket dimension magics). While I can do that, I don't want to have to. It's much better if the game gives these toys to the DM, who then gets to be the good guy.
If the players have those tools, then crossing a desert isn't a challenge. They had to deal with stuff like that at low levels. Now if you want to make getting someplace a challenge, you'd probably want to look at planar travel or the like.

---
But I'd also add, in the notion of player buy in... if your players are dead set on novaing every encounter and then resting, then it sounds like they don't want encounters to be challenging. Is that a problem? It suggests you're doing other things right as a DM to keep the game interesting, maybe this group is more into non-combat stuff? Or maybe they just really like kicking ass all the time, any reason not to just let them?
 
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