Crimson Longinus
Legend
So, one of the big issues from my perspective is that the narrative consequence for resting feel fuzzy. One way to deal with this is to have player facing clocks with explicit consequences like this is when reinforcements arrive. That way it becomes a part of the game experience rather than a GM stick that feels like random punishment.
Yeah, some sort of fronts. GM can decide things, but it would be super helpful if there actually was some sort of scaffolding for the GM to build upon and it would set the expectation to the players of such things progressing due the rests being a normal part of the game. Lacking that indeed makes things "fuzzy" as you say. How this is handled (or rather how it is not) is part of the typical 5e pattern which is my biggest issue with the game. I like the GM having authority and leeway, but I think the designers too often use that as an excuse for lazy design, where instead of there being some rules or at least guidelines the solution just is "the GM can figure it out somehow."
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