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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7120340" data-attributes="member: 29398"><p>Off-the-wall idea: what happens if one does the following:</p><p></p><p>1. shift some of the short-rest benefits to either become long-rest benefits or go away entirely (thus a short rest doesn't do much at all except maybe get you back a few h.p.)</p><p>2. make long rests much easier to interrupt </p><p>3. enforce that during a long rest any interruption means you have to start over</p><p></p><p>That said, I've a question for [MENTION=12731]CapnZapp[/MENTION] :</p><p></p><p>You've fairly clearly stated what you think is missing, but I'm curious what you'd actually like to see in the modules that isn't there now? Is it:</p><p></p><p> - guidelines within the modules for how many short and-or long rests the average party will require in order to succeed; and-or</p><p> - specific sites within the modules set aside as resting places; and-or</p><p> - guidelines within the encounters as to how to weaken/strengthen them based on the rested-up status of the party; and-or</p><p> - guidelines within the modules to the effect of "an average party will likely long-rest at this point"?</p><p></p><p>The nearest corollary I've ever seen in any module to this is in some adventures both from PF and 4e where within the module are (strong) suggestions indicating at what point(s) the party will level up. These annoy me to no end as they assume a) I'm running it as written, and b) I'm using anything close to a standard advancement rate. </p><p></p><p>Gimli to Legolas: "That still only counts as one!"</p><p></p><p>Lan-"none shall rest until the dead are made dead"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7120340, member: 29398"] Off-the-wall idea: what happens if one does the following: 1. shift some of the short-rest benefits to either become long-rest benefits or go away entirely (thus a short rest doesn't do much at all except maybe get you back a few h.p.) 2. make long rests much easier to interrupt 3. enforce that during a long rest any interruption means you have to start over That said, I've a question for [MENTION=12731]CapnZapp[/MENTION] : You've fairly clearly stated what you think is missing, but I'm curious what you'd actually like to see in the modules that isn't there now? Is it: - guidelines within the modules for how many short and-or long rests the average party will require in order to succeed; and-or - specific sites within the modules set aside as resting places; and-or - guidelines within the encounters as to how to weaken/strengthen them based on the rested-up status of the party; and-or - guidelines within the modules to the effect of "an average party will likely long-rest at this point"? The nearest corollary I've ever seen in any module to this is in some adventures both from PF and 4e where within the module are (strong) suggestions indicating at what point(s) the party will level up. These annoy me to no end as they assume a) I'm running it as written, and b) I'm using anything close to a standard advancement rate. Gimli to Legolas: "That still only counts as one!" Lan-"none shall rest until the dead are made dead"-efan [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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