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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="robus" data-source="post: 7119637" data-attributes="member: 6801558"><p>As I've said before I think it all comes down to what constitutes an "Adventuring Day".</p><p></p><p>1) Not every day in the game-world is an adventuring day and therefore the rest mechanic does not apply to those days. Attempting to make the rest mechanic function every day is going to be an exercise in frustration.</p><p></p><p>2) Knowing when the players have begun an adventuring day is key. Then the stakes change and the opportunity for rest becomes much more constrained. This has to be where DM skill comes into play. Now, often it's obvious when the PCs are adventuring, they're exploring a dungeon. But sometimes it's not.</p><p></p><p>My point is - when the PCs are experiencing an adventuring day their opportunities to rest should be curtailed. Which forces them to make choices about which resources to use when. Is this the big encounter where they can afford to loose off some big hits? Or is it just a precursor to the big encounter? Mixing up the number of encounters on an adventuring day is also key in order to prevent a pattern from being established and things becoming routine. All DM skill and knowledge I'm afraid.</p><p></p><p>I would like the adventures to provide things like a sketch of how a particular dungeon might be divided up into adventuring days - for example "This dungeon will take a typical group of 4 PCs of level X N adventuring days to complete." or something mostly to get DMs thinking about how that mechanic comes into play (or just to acknowledge that this mechanic is a part of the game <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ). A big issue I have with the Starter Adventure is that it provides none of that kind of advice on how those rules should be applied while running it.</p></blockquote><p></p>
[QUOTE="robus, post: 7119637, member: 6801558"] As I've said before I think it all comes down to what constitutes an "Adventuring Day". 1) Not every day in the game-world is an adventuring day and therefore the rest mechanic does not apply to those days. Attempting to make the rest mechanic function every day is going to be an exercise in frustration. 2) Knowing when the players have begun an adventuring day is key. Then the stakes change and the opportunity for rest becomes much more constrained. This has to be where DM skill comes into play. Now, often it's obvious when the PCs are adventuring, they're exploring a dungeon. But sometimes it's not. My point is - when the PCs are experiencing an adventuring day their opportunities to rest should be curtailed. Which forces them to make choices about which resources to use when. Is this the big encounter where they can afford to loose off some big hits? Or is it just a precursor to the big encounter? Mixing up the number of encounters on an adventuring day is also key in order to prevent a pattern from being established and things becoming routine. All DM skill and knowledge I'm afraid. I would like the adventures to provide things like a sketch of how a particular dungeon might be divided up into adventuring days - for example "This dungeon will take a typical group of 4 PCs of level X N adventuring days to complete." or something mostly to get DMs thinking about how that mechanic comes into play (or just to acknowledge that this mechanic is a part of the game :) ). A big issue I have with the Starter Adventure is that it provides none of that kind of advice on how those rules should be applied while running it. [/QUOTE]
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