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

Lanefan

Victoria Rules
This is essentially what I do except instead of EPs I award the party bonus gp equal in value to 1 magic item of their level as extra treasure each level. So a 7th level party would get 5000 gp extra spread among the 2 full adventuring days of encounters that I have for them to gain a new level. Then because two full adventuring days should provide 2 long rests and 4 short rests, i have each long rest cost 1500 gp and each short rest cost 500 gp. So if they take the expected amount of rests they have neither gained or lost any loot as compared to the original system. (The money is actually used to buy crystals that restore their powers and hp - rest is no longer about bandages and time.)

In essence the treasure is spread as per your EP division between med/hard/deadly. But this way if they want to rest more, they can - but its gonna cost them - overly cautious players will soon find their stock of treasure and magic items being rapidly depleted - conversely if they are agressive and rest less than expected they will have extra money left over for goodies.
>blink< >blink< Huh? ... Wha?

Am I reading this right, that in your game the characters have to pay treasure in order to rest?

Or is it that if they rest too much their treasure somehow gets up and disappears?

Either way - what the bleep are you talking about?

Lan-"attention all adventurers: this dungeon is run as a hotel, where you must pay to sleep"-efan
 

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Satyrn

First Post
[MENTION=54380]shoak1[/MENTION]. I know you've said before that you get flack for describing the way you play. I'm not sure I've ever seen it quite so blatant as this before. Hugs, man.
 

Satyrn

First Post
This is essentially what I do except instead of EPs I award the party bonus gp equal in value to 1 magic item of their level as extra treasure each level. So a 7th level party would get 5000 gp extra spread among the 2 full adventuring days of encounters that I have for them to gain a new level. Then because two full adventuring days should provide 2 long rests and 4 short rests, i have each long rest cost 1500 gp and each short rest cost 500 gp. So if they take the expected amount of rests they have neither gained or lost any loot as compared to the original system. (The money is actually used to buy crystals that restore their powers and hp - rest is no longer about bandages and time.).
By the way, the powergamer in me is wondering if your players have opted to take only long rest classes.
 

clearstream

(He, Him)
From this and some other "rulings" that have come out I'm starting to wonder how much forethought really goes into them, or whether they're just immediate off-the-cuff responses (that ultimately cause more headaches than they fix) to internet questions.
I don't believe he is blind to the practicalities at all. Rather I believe he is endeavouring to offer the most permissive ruling (for players) available in the wording. Also, he's only human.

This is one where Crawford might want to overrule himself at some point.
I hope I am wrong, but I think he won't. Whenever I've gotten an answer on his Twitter feed to my questions, they always studiously ignore the problems I'm digging into. You need a thick skin to design in front of any audience.

Lan-"the longest 'normal' combat I've ever run went 38 rounds (which is about 19 minutes in my system); I've had army-size engagements go longer but who rests during those?"-efan
Exactly. With 6 second rounds a 30 second combat is typical. Crawford's ruling invites us to believe that whoever authored the text of Long Rest had no actual experience running D&D encounters. If that's true, we should disregard it as the work of a game designer lacking the basic skills necessary to do the job. Or alternatively, we're invited to believe that the author did have experience with D&D combats and was determined to ensure they couldn't interrupt a long rest, while being too coy to outright say so. I find profoundly more plausible a belief that the author did have experience with D&D combat, and authored the text using natural language that relied on the reader having sufficient experience or wit to correctly resolve the mild ambiguity.
 
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shoak1

Banned
Banned
>blink< >blink< Huh? ... Wha?

Am I reading this right, that in your game the characters have to pay treasure in order to rest?

Or is it that if they rest too much their treasure somehow gets up and disappears?

Either way - what the bleep are you talking about?

Lan-"attention all adventurers: this dungeon is run as a hotel, where you must pay to sleep"-efan

Should I assume your question to be serious? Did you read my entire post? If so, it seems your reading skills are a bit deficient.
 

shoak1

Banned
Banned
By the way, the powergamer in me is wondering if your players have opted to take only long rest classes.

Nope - it seems the cost proportion between short and long rest is about right. Remember short rests are important for hit point recovery as well.
 

shoak1

Banned
Banned
@shoak1. I know you've said before that you get flack for describing the way you play. I'm not sure I've ever seen it quite so blatant as this before. Hugs, man.

Its OK, although there are a lot of them, Big DMs hit like girls....Its kind of like being the lone bad guy in a massive pillow fight, lol
 


Ovinomancer

No flips for you!
[MENTION=54380]shoak1[/MENTION]. I know you've said before that you get flack for describing the way you play. I'm not sure I've ever seen it quite so blatant as this before. Hugs, man.

I have zero flack for the way he plays. Sounds like he has a blast. I have a lot of flack for his insistence that the game is going off the rails for not directly supporting his preferred playstyle and I have a lot of flack for his description of other playstyles and how he dismisses them. Personally, I thought his setups are fantastic. I'd love to play with him on the combat side -- the railroad between them isn't my style, but it seems to work great for him and his players. More power to him on playing, less on describing the way other people play.
 

Tony Vargas

Legend
. In fact, through all of D&D's history - all editions, all versions - there's very few published modules that pay any attention at all to resource management;
It was fairly standard for Encounters modules, which were notoriously railroady - made them very easy to run and convenient when tables shuffled.

The 5e module writers are thus simply following what has become accepted practice.
That's 5e all over.

From this and some other "rulings" that have come out I'm starting to wonder how much forethought really goes into them, or whether they're just immediate off-the-cuff responses (that ultimately cause more headaches than they fix) to internet questions.
The latter, I should think, given the medium.
 

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