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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="CapnZapp" data-source="post: 7120774" data-attributes="member: 12731"><p>Thank you. </p><p></p><p>Well, assuming the adventure defaults to the DMG standard, #1 is not needed. </p><p></p><p>#3 is probably too fiddly, and isn't what any of us want, and would probably not fix the problem anyway, so no <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>#2 and #4: well, not exactly. The issue isn't to designate places, but how to enforce rests at the designated places <strong>and only there</strong>?</p><p></p><p>In other words, what modules need to do is something else than what you've come up with. </p><p></p><p>They need to acknowledge how easy it is to rest (remember, my focus here is not on low-level play). They need to provide solutions: what specific reasons are there that prevent or at least discourage the party from resting?</p><p></p><p>It would be excellent if the module shares "meta" information with the DM such as "this adventure site provides at least 5 encounters back-to-back".</p><p></p><p>But much more pressing: how do the module help the DM ensuring that these encounters <strong>really are</strong> back-to-back (in this example)?</p><p></p><p>If there's a story-based time constraint, fine. </p><p></p><p>If there's magical technobabble reasons why the party can't just teleport away to rest, fine. </p><p></p><p>If the module have decided you can't rest just anywhere - you must rest in specific areas, fine.</p><p></p><p>My beef is that NEITHER of these things are commonly present in official supplements.</p><p></p><p><em>At best</em>, you get wandering monsters (see [MENTION=2525]Mistwell[/MENTION]'s analysis of PotA) which really becomes a very weak enforcement mechanism at mid- to high level play. (And unless they are truly challenging, they aren't really good at preventing rests even at low levels. Either you TPK or you can resume your rest)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7120774, member: 12731"] Thank you. Well, assuming the adventure defaults to the DMG standard, #1 is not needed. #3 is probably too fiddly, and isn't what any of us want, and would probably not fix the problem anyway, so no :) #2 and #4: well, not exactly. The issue isn't to designate places, but how to enforce rests at the designated places [B]and only there[/B]? In other words, what modules need to do is something else than what you've come up with. They need to acknowledge how easy it is to rest (remember, my focus here is not on low-level play). They need to provide solutions: what specific reasons are there that prevent or at least discourage the party from resting? It would be excellent if the module shares "meta" information with the DM such as "this adventure site provides at least 5 encounters back-to-back". But much more pressing: how do the module help the DM ensuring that these encounters [B]really are[/B] back-to-back (in this example)? If there's a story-based time constraint, fine. If there's magical technobabble reasons why the party can't just teleport away to rest, fine. If the module have decided you can't rest just anywhere - you must rest in specific areas, fine. My beef is that NEITHER of these things are commonly present in official supplements. [I]At best[/I], you get wandering monsters (see [MENTION=2525]Mistwell[/MENTION]'s analysis of PotA) which really becomes a very weak enforcement mechanism at mid- to high level play. (And unless they are truly challenging, they aren't really good at preventing rests even at low levels. Either you TPK or you can resume your rest) [/QUOTE]
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