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

The point is to acknowledge how different stories require different resting frequencies.

When you trek through a desert, trying to find the next oasis, having 6-8 encounters a day is not appropriate. 6-8 encounters in total (the entire desert trek) might be more realistic, given the emptiness of arid sand and stone.

And so this wilderness/travel adventure should be empowered to say you are not allowed any long rest at all (except by giving up and returning from whence you came).

Then, the same party of heroes finally find the long-lost City of Sand in the middle of this desert. This adventure is an action-filled dungeon romp with lots of undead monsters and construct guardians, and so a long rest is definitely needed when they reach the City.

But what's more, there's a lot of monsters in this dungeon, and the adventure recommends 5 minute short rests and 1 hour long rests, to keep up the action.

This way the exact same adventurer (same world, same campaign, same PC) goes from "not a long rest in a month" to "four long rests today, and the mummies keep pouring out of the catacombs".

While you could ask for a DMG that allows this, a more realistic hope would be a PHB/DMG that simply says "in the end, rest frequency is up to the adventure author".

Hence us talking about this stuff being in the adventure, rather than the DMG :)

That's never the problem.

The problem is that it is easy - nay trivial - to rest where there is no danger at all.

Thank you for being one of the few that can acknowledge that your favorite game isn't flawless and could be improved further :)

What I want is an edition of Dungeons & Dragons that acknowledges that this is a problem for some DMs and scenarios.

What I want is an edition of the PHB and DMG that doesn't tell the players in no uncertain terms "have an hour - you can count on getting your rest". The default assumption should be to defer to the DM and scenario how and if resting works.

I hate being a DM that takes away stuff the PHB gives out. I'd much rather the PHB didn't give it out in the first place.

So thanks, but no, I don't want a grittier system... and I definitely don't want another non-D&D system :) I'm perfectly fine with the non-grittiness of D&D. I just want the PHB and DMG to default to "ask your DM / check the scenario" rather than "if you don't get to rest, your DM is probably just a bastard".

OK, so you are addressing several different things in these posts. But to start with, I totally disagree that different stories require different resting frequencies. Resting should almost never be part of the design of an adventure. And the rules for resting certainly shouldn't change from adventure to adventure. You've decided that they don't get to rest in the desert - not because of any meaningful aspect of the fiction, you just don't like it. But that first encounter ended up being much more deadly than you expected because of some bad tactics and bad die rolls. Now what? You've changed the rules and said they can't rest at all. Not a good solution. Something like the rules for resting should be consistent.

First, this is nothing new
The first is the suggestion that a campaign should have different resting rules. Tournament have had something like that in the past - the one I recall is A4 - In the Dungeons of the Slave Lords (1981):

"Resting: Characters may decide at some point to rest and/or sleep, particularly in order to regain clerical spells. There are several ways to dissuade them from this. One way is to tell the players, “You rest for 40 minutes but then there is an earth tremor, slightly larger than the last. Your rest is spoiled.”The best way to deal with this in a time-important situation such as a tournament is to have the characters’ rest time equal real time. To do this, the DM simply leans back and does nothing, responding to hurry-up exhortations with, “You’re still resting.” Most parties will catch on within a minute or two and give up on this particular ploy."

Why is resting a ploy?

So let's look at your desert example: You want attrition to be a thing, so that later encounters are harder than earlier ones. OK. So they're in a desert. They have to get water or they'll start taking damage. Oh, wait, there's a spell for that. You can't put a time pressure in play for that. OK, how about the heat? Well, not only are there spells that help, but the rule is written in such a way that as long as they have water (which they do), they don't have to worry about the heat. Wandering monsters? Oh right, you didn't want that. What possible reason can we come up with that will prevent the party from resting when I don't want them to - oh I have it!

Because I said so.

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It's not a problem
There's a difference between a design that's a problem, and a design you don't like. I have pretty much rewritten the entire PHB because I think level advancement is way too fast, there are too many superhero style abilities, and it also includes changing the rest/recovery system too. Because 5e as a whole is designed to empower the PCs, to be easier overall. I don't like that. So I change it. But that's not a "problem" - the game wasn't designed for me.

Sure they can be killed, but it's not likely. You want an edition that acknowledges that the resting mechanic is a "problem" - I think it already does that. That's exactly why the DMG has alternative options - because they're acknowledging that the default design isn't for everybody. You just don't like any of their solutions.

The problem is, that any answer other than the players doing what's right isn't a good one. When the game is designed around limited use abilities, there's a method to recover those abilities. In AD&D memorizing spells took a long time. The expectation was that you were essentially memorizing spells for the entire adventure. Not many people followed those rules though. You just got them back the next day. But there wasn't anything then stopping you from just parking there and waiting either.

In your desert example, or really any example where you intend to have a small number of encounters, means that they will always be at full power, or close to it, for each encounter. In order to change that, you don't need to change the resting and recover rules, you need to have additional ways to drain their resources than combat.

Whether the rule is written in the PHB or not, anything that changes the consistency of the recovery rules during the adventure will seem unfair, and not make sense within the fiction either. The only thing to prevent the PCs from saying, "we wait here until we're full strength" is the players themselves.

Even if you use the gritty rules, and say a long rest is a week of rest - they'll still do it if it's important enough to them to be at full strength. In AD&D, if you actually enforced the spell memorization rules (which took a long time), the rest of the party had to agree to wait for a day for the wizard to have all their spells again. Most of the time they told the wizard to suck it up. But when every class benefits from taking a rest, then it's different.

What's the real problem?
This is an inherent problem with this type of design. Think of the video games that use similar recharge mechanics. A lot of times you back out of combat to run around in circles to get your abilities back. It's absurd. But that's the way people play. Because they treat the characters like pawns in a game, rather than real people.

The problem I've had with 5e in general is that it's designed to skip the "boring" stuff. Not as much as 4e but it is. Anything that hinders the PCs from their next (super)heroic encounter. So a long rest can be interrupted, but you have to be interrupted for a full hour. Combat typically takes about 30 seconds of in-world time. So you can go to sleep (or not, as we know you don't have to sleep to get the benefits of a long rest), and be literally be awakened 119 times during the night for 30 second-long combats and still benefit from the long rest.

The design is based, in part, on guidelines like, "penalties aren't fun," and "not being able to use your abilities is not fun," and "tracking resources is not fun," and "having one class with healing abilities is not fun," and "players will stop adventuring and wait to get back to full strength, or near full strength," etc.

Really, there are so many things that were designed to take away things that weren't fun, they've ended up taking away the fun. Because what's fun is a challenge to overcome.

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Solutions
1. Introduce rules that address things like sleeping in armor. If they have to be out of armor to rest, it really alters their approach in threatened situations. This provides a risk/reward scenario. "I can recover abilities and hit points, but if something attacks in the meantime, I'm screwed." Of course the armor thing is trivial at 5th level as soon as somebody gets Leomund's Tiny Hut (another spell altered to "skip the boring stuff").

Of course, we track ammunition, encumbrance is a thing, food and water too (even though magic can trivialize these things). Actually, the ritual rules, and the increased potency of cantrips (which started in 3e) is another huge factor in managing resources. Again, it goes back to making it easy for the PCs. "Because nobody would pick those spells because fireball is better."

That's true if your life is nothing but combat. Oh, wait, it is, because we skip the boring stuff.

But if you actually have to expend spell slots to manage the stuff that takes up 90% of the adventurer's day, and still have spells left for the combat (10% of the day), it has a big impact on play. For example, when you had to choose between magic missile or light, you might bring a torch or a lantern. But once you ran out of torches, your wizard has to use one of their two spells for the day for light. So I alter a lot of spells, and I completely control access to spells (after 1st level wizards don't pick their own, they get what they find along the way), at least arcane ones (and bards use arcane spells and spellbooks in my campaign), to prevent too many of the "easy" solutions.

2. Fictional elements like nightmares are another possibility, or a desecrated/cursed/evil locale that prevents them from benefitting from a long rest no matter how hard they try. But you can only use this so often.

3. One mechanical option that isn't in the DMG is to use gritty realism approach for hit points, and the normal resting rules for everything else. That at least addresses the hit point side of the equation. That works if the issue is hit points. I still think magical healing needs to be reduced for this to make much of a difference, though.

4. My primary solution has been a totally different approach. I don't attempt to take away their recovery of abilities, nor do I alter the rate of healing. Instead, I use the Exhaustion rule as a model to introduce penalties that reduce the effectiveness of their abilities. And many of these are long term.

For example, critical hits and falling, among other things, can cause injuries. It uses the exhaustion track, and recovery uses the death save mechanic. You get one death save at the end of a long rest. So it takes many days to recover from an injury. But it also required changing healing magic so they couldn't just use that to get rid of it.

I have three levels of fatigue - overexertion, fatigue, and exhaustion. All use the same track, but overexertion is recovered after 10 minutes of resting, fatigue 1 hour, and exhaustion takes 6 - 8 hours of sleep. All require sufficient food and water. If more than one effect is in play, you suffer the effects of the worst condition at the time (level 1, level 3, etc.), and they are recovered independently.

My penalties are a bit different too:

1. -1 on ability checks, attacks, and saving throws, can't take bonus actions. The penalty increases by 1 for each level.
2. Speed halved, can't take reactions.
3. Hit Point Maximum halved
4. Impaired*
5. Stunned
6. Unconscious, dying, or something else depending on the condition.

Overexertion only goes to level 4, then you start taking fatigue, up to level 4, then exhaustion.

Impaired
• Whenever you make a decision, you must make a Wisdom saving throw with disadvantage. Failure indicates you make a poor choice.
• To cast or maintain a spell, you must roll on the Wild Magic Surge table with disadvantage.

There's a good chance that somebody's not at 100% in the group, and that they can't easily do anything about it.

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I've actually been putting together a comparison of Tomb of Horrors 1e vs 5e. And the 5e rules make a significant part of the adventure trivial. The only thing that's harder (significantly so) is Acererak himself. Resting is one of the main reasons, although the reality is, that's just a factor of time. There's really nothing preventing you from resting for a week or longer in the tomb if you wanted to. An interesting thing about the design is that there are a few key points where it specifically (by design in my opinion) forces you to take a rest and regroup so you'll be able to survive. At least some of you...

That's the nature of the design of the game itself. The focus is on empowering the players, making it easy, and making it "fun" as in "not boring" and certainly not in limiting their resources.

My point is, your complaint about the ability to control rests is misguided and has always been a potential issue. Players will rest when and where they want. The issue is in the design of the game as a whole - it's really not built on a concept of attrition and resource management, and if that's what you want you either have to use the "because I said so" approach, get the players to agree not to game the system, change the system, or live with it.

For me, the 5e mechanics are fantastic. As a long-term DM/player, it's trivial to me to adjudicate/modify the rules as needed, and since I have a lot of new players in my campaign, I can teach them to play AD&D with better mechanics. So these don't become issues. But, I also recognize that some players prefer a better understanding on how things work. So I write house rules so everybody has access. But in the end, in my opinion, it's a mix of play style - we're going to adventure, and we'll take a rest when it makes sense (like, lunch, unless we're really hurt), and tweaking the rules to get the end result you're looking for. In OD&D/AD&D era the expectation was that the rules would be modified. Stuff dropped, stuff added, etc. The PHB and 5e in general is pretty good about saying that the DM is in charge of the rules, and what he says goes. It gets muddied a bit with certain rules being labeled as optional, since it implies the other rules are not. But they are all optional, and players need to understand that the DM is responsible for making sure the rules work to support the setting and adventures they want to run. I still don't think the solution is changing the way resting works from adventure to adventure. But as the DM, that's your prerogative, and the players need to understand that.
 

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Thank you for being one of the few that can acknowledge that your favorite game isn't flawless and could be improved further :)


What I want is an edition of Dungeons & Dragons that acknowledges that this is a problem for some DMs and scenarios.

What I want is an edition of the PHB and DMG that doesn't tell the players in no uncertain terms "have an hour - you can count on getting your rest". The default assumption should be to defer to the DM and scenario how and if resting works.

I hate being a DM that takes away stuff the PHB gives out. I'd much rather the PHB didn't give it out in the first place.

So thanks, but no, I don't want a grittier system... and I definitely don't want another non-D&D system :) I'm perfectly fine with the non-grittiness of D&D. I just want the PHB and DMG to default to "ask your DM / check the scenario" rather than "if you don't get to rest, your DM is probably just a bastard".

The DM does have the right to set the rest rules. The players, if they are actually participating in a game, have the right to having some consistency. As the DM think about the campaign type you want to run and set the rest rules accordingly. Also decide at the outset if this will be a game or just story time. A game demands some consistency in the rules, and story time does not. If the ongoing narrative is going to get authority over everything else, then players need to be aware of this at the outset. That way, no one is getting screwed and no one is being a bastard. It will be clearly understood that all participants are servants of the narrative.

If you want players to simply accept rapidly changing rest parameters seemingly without rhyme or reason (to their characters) then you are asking players to approach the game as story tellers rather than as personas who inhabit the imagined game world. In other words, you are killing 1st person role playing in the crib for the sake of shared narrative. If the group prefers and wants that, then just lay it out and play how you like together. If the players are not on board and still want a game, then you will have to choose some rest rules and apply them consistently. Doing so doesn't mean that rest rates & times cannot vary, it just means that the variance should conform to some logical reason that is applied fairly no matter what is happening in the campaign.
 

First off published adventures have places to rest and recover that are labeled as such.

Second, even if the short rest is uneventful, you spent spells or HD healing. You don't recover those until a long rest.

Third, if you stop to rest you just gave the enemy an hour to be aware of your intrusion, organize defenses, rest themselves if appropriate. That makes every encounter more difficult.

Stealthily around after taking a rest should be much harder, every creature would be on alert, as appropriate to its intelligence and alignment. You simply won't be able to surprise anyone barring a well played case. Alert creatures will have readied actions all set. Lawful, organized foes will have plans to retreat around every corner.

The point being you don't have upset the rest period to attrition the players.


Sent from my iPhone using EN World
 

Thank you for being one of the few that can acknowledge that your favorite game isn't flawless and could be improved further :)

"Now remember, challenge ratings are based on a full adventure day of 6-8 encounters." "What's that? Why don't we ever follow that rule in our published adventures? And doesn't that just destroy the balance of same? Uh well, you see, there's a very good answer for that, errr, but, uhhhh, unfortunately I gtg, bye!"

Come on CapnZapp, this is ENWorld - you know that for every one person willing to acknowledge that the 5e ruleset is a hot mess, you'll get 10 of the following in some combination:

1) "You're focusing on the rules too much - you and your players should just have fun!"
2) "Your problem isn't a problem at my table, you should just change the rule to better fit your group."
3) "My players find the game challenging enough as is"

I present encounters in a more linear fashion rather than sandbox format, so when building my XP budget I therefore know reasonably certain if /when they have rested and if it was short/long and adjust the budget accordingly. My players are willing to forfeit directional leadership in favor of story, pace, and challenge (plus they love the in depth 4d miniature scenes that I build, which I would never do if they played in a *shudder* sandbox).
 
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I think the adventures do support the multiple encounter adventuring day quite often, and I also think they tend to address resting and areas where resting is possible to some extent; it seems to vary from adventure to adventure. I also thibk that they do address resting within the expectations of the adventure itself when it is appropriate. I don't think that this has come up all that often in the published adventures; there's no example as blatant as the desert travel where the conditions do not allow for a long rest.

The closest example I can think of would be the opening part of Out of the Abyss where the PCs are fleeing their drow captors, and the pursuit is affected by how frequently the PCs stop to rest. I think that if a scenario calls for an alteration to the rest rules in order to evoke a specific effect or theme, then the designeds would not hesitate to incorporate such an alteration. We cannot say for certain though because it hasn't yet come up.

I'd be all for a one page web enhancement in support of each adventure book with advice for new DMs for that adventure, and how to handle rest and things like that. I think that's a good idea and would be useful for new DMs and also for experienced DMs as well.

But I just don't see how this needs to be a change to the core rules. This is an area of the game that will be handled differently by different groups...no need to change the rules to fit one group's or DM's preference.

The example of the desert travel not allowing for ling rests is a really good DM judgment, in my opinion. It is an interesting challenge and it fits the fiction. I can imagine this being in a published adventure, much like the "hard mode" death saves that look to be a part of Tomb of Annihilation. If such DM alterations to rules, whether offered in a published adventure or purely the idea of the DM, are resisted by the players, then there's not much to be done. This edition is designed around DM judgment rather than having hard and fast rules for everything. The players either realize that orthey don't.
 

The point is to acknowledge how different stories require different resting frequencies.

When you trek through a desert, trying to find the next oasis, having 6-8 encounters a day is not appropriate. 6-8 encounters in total (the entire desert trek) might be more realistic, given the emptiness of arid sand and stone.
Could be - depends on whether the desert trek is intended to be part of "the adventure" or just mostly-handwaved travel time with an occasional encounter to spice it up. (I'll guess we've all run both of these travel types at some point).

And so this wilderness/travel adventure should be empowered to say you are not allowed any long rest at all (except by giving up and returning from whence you came).

Then, the same party of heroes finally find the long-lost City of Sand in the middle of this desert. This adventure is an action-filled dungeon romp with lots of undead monsters and construct guardians, and so a long rest is definitely needed when they reach the City.

But what's more, there's a lot of monsters in this dungeon, and the adventure recommends 5 minute short rests and 1 hour long rests, to keep up the action.

This way the exact same adventurer (same world, same campaign, same PC) goes from "not a long rest in a month" to "four long rests today, and the mummies keep pouring out of the catacombs".
OK, I think I see where you're going here, and you might be on to something...sort of.

I don't see how this would play into an attrition or careful-resource-management type of adventure, but I guess it could be made to work.

But - but - but (as thought processes engage)...

I'm really starting to wonder if the issue isn't in fact resting at all, but instead that said resting does too much too often for the PCs in terms of resource recovery.

In and of itself, the short-rest long-rest model isn't really that bad a system - it's simple, somewhat elegant, and easy to grok for all involved. The problem is that the recovery or recharging of too many things (and in some cases too quickly) has been hard-tied to the resting mechanic, and a long rest pretty well fully reboots everyone. So, instead of having modules determine how often the PCs can rest, what about having the modules instead determine what if any resources can be recovered by resting while leaving the frequency of rests up to the whim of the PCs?

Just a thought...

Lan-"in other words, each module enforces its own level of grittiness"-efan
 

What's the real problem?
This is an inherent problem with this type of design. Think of the video games that use similar recharge mechanics. A lot of times you back out of combat to run around in circles to get your abilities back. It's absurd. But that's the way people play. Because they treat the characters like pawns in a game, rather than real people.

The problem I've had with 5e in general is that it's designed to skip the "boring" stuff. Not as much as 4e but it is. Anything that hinders the PCs from their next (super)heroic encounter. So a long rest can be interrupted, but you have to be interrupted for a full hour. Combat typically takes about 30 seconds of in-world time. So you can go to sleep (or not, as we know you don't have to sleep to get the benefits of a long rest), and be literally be awakened 119 times during the night for 30 second-long combats and still benefit from the long rest.

The design is based, in part, on guidelines like, "penalties aren't fun," and "not being able to use your abilities is not fun," and "tracking resources is not fun," and "having one class with healing abilities is not fun," and "players will stop adventuring and wait to get back to full strength, or near full strength," etc.

Really, there are so many things that were designed to take away things that weren't fun, they've ended up taking away the fun. Because what's fun is a challenge to overcome.
I just wanted to shout this out, as it so wonderfully hits many of my own issues with "modern" game design.

Lan-"don't let nobody pick your fun"-efan
 


OK, so you are addressing several different things in these posts. But to start with, I totally disagree that different stories require different resting frequencies. Resting should almost never be part of the design of an adventure.
Wut? Of course resting is a part adventure design in recent editions of 5E!

And the rules for resting certainly shouldn't change from adventure to adventure. You've decided that they don't get to rest in the desert - not because of any meaningful aspect of the fiction, you just don't like it.
No, no, no... you completely miss the point. I really didn't think I had to take this aaaall the way from the beginning, but here goes.

If your goal is to have 6-8 encounters before the long rest, it doesn't matter whether these happen over an actual day in a dungeon, or over a month during a gruelling desert trek.

What DOESNT work is to keep the regular rules. For realism there will be days without seeing anybody in the desert. And on a busy day you will have one encounter, two tops. That means these encounters will completely lack any gameplay value - assuming you're onboard the fundamental assumption that any individual encounter doesn't need to be challenging by itself, only as part of the larger chain of 6-8 encounters.

God knows we've already seen way too many adventures with week and month long travel and regular wandering monster tables; a waste of time and energy.


But that first encounter ended up being much more deadly than you expected because of some bad tactics and bad die rolls. Now what? You've changed the rules and said they can't rest at all. Not a good solution.
This is in no way different from the regular rules saying "you had your long rest only three hours ago, you can't take another".

Don't assume I've changed the rules - its just a strawman that degrades discussion :( Nothing about this should come as a surprise to the players or their heroes. Everything about this should be known beforehand.

Both the specifics of the adventure "once you've entered the Desert of Thirst, know you will not find rest until you have found the City of Sleep... or returned outside again!".

And the notion that these specifics change with each scenario is supposed to be fully known beforehand by everyone involved. That's why I want it to say so right in the PHB!

Something like the rules for resting should be consistent.
This is the exact thing I'm questioning :)
 
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The DM does have the right to set the rest rules.
Of course. That wasn't in question.

What I want is not to have to take away any goodies.

I want the PHB to not give out super-generous and unlimited resting in the first place.

If the PHB and DMG just had acknowledged the frikkin' Elephant in the room...
 

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