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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Jester David" data-source="post: 7120025" data-attributes="member: 37579"><p>Good question. </p><p>I don't think there's a way without some degree of work. As the DM you need to have things change because the players stopped to rest. The dungeon needs to shift. Monsters re-position, enemies rest and ready themselves, traps are reset or laid, and the like. All the reactive living dungeon advice people have said since the time <em>Against the Giants</em>.</p><p></p><p>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. </p><p></p><p></p><p></p><p>In my last couple sessions, my level 7 party had five combat encounters and a trap hazard before being hit by another combat and deciding to take a long rest. </p><p>During that time, they had two short rests. So an average of one short rest every 2.5 combat encounters. </p><p></p><p>I added a *slight* time crunch. In that after an uncertain number of hours, a large number of gnolls and slaves would arrive and interrupt the delving, potentially disrupting exploration of the dungeon and being a difficult threat to overcome. </p><p>But it was not insurmountable, as the party *could* have fallen back to rest and return at a later date, and had a way to retreat via a <em>teleportation circle</em> scroll. </p><p></p><p></p><p>I honestly try and avoid reading his stuff or giving him hits, so I'll be skipping that...</p><p></p><p></p><p>The rules are just the rules for telling stories. But they do require you to add a story. D&D doesn't function unless you bring your own narrative. It's not a board game where you can play it right out of the box.</p><p></p><p></p><p>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. </p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Jester David, post: 7120025, member: 37579"] Good question. I don't think there's a way without some degree of work. As the DM you need to have things change because the players stopped to rest. The dungeon needs to shift. Monsters re-position, enemies rest and ready themselves, traps are reset or laid, and the like. All the reactive living dungeon advice people have said since the time [I]Against the Giants[/I]. 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. In my last couple sessions, my level 7 party had five combat encounters and a trap hazard before being hit by another combat and deciding to take a long rest. During that time, they had two short rests. So an average of one short rest every 2.5 combat encounters. I added a *slight* time crunch. In that after an uncertain number of hours, a large number of gnolls and slaves would arrive and interrupt the delving, potentially disrupting exploration of the dungeon and being a difficult threat to overcome. But it was not insurmountable, as the party *could* have fallen back to rest and return at a later date, and had a way to retreat via a [I]teleportation circle[/I] scroll. I honestly try and avoid reading his stuff or giving him hits, so I'll be skipping that... The rules are just the rules for telling stories. But they do require you to add a story. D&D doesn't function unless you bring your own narrative. It's not a board game where you can play it right out of the box. 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? [/QUOTE]
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