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<blockquote data-quote="Libramarian" data-source="post: 6812391" data-attributes="member: 6688858"><p>Yeah, I don't think a rest really in itself* affects the rhythm of the game, at least not in a sense that would warrant your analogy to scenes in movies. It's more like watching the action hero reload his gun.</p><p></p><p>I maintain that the balance of combat, exploration and social encounters is more important with regard to pacing.</p><p></p><p>*Now if the party tends to rest at times that correspond with a shift in emphasis to exploration or social encounters, then that will affect the pace of the game but it's not really the rest itself, it's just the fact that it coincides with a shift away from a combat emphasis. E.g. they tend to take a short rest after clearing out a dungeon area, which is then followed by an exploration emphasis as they scout out a new area, or they like to go back to town and long rest/level up which is then followed by primarily social encounters before embarking on a new adventure.</p><p></p><p>I do think it's desirable that resting usually coincides with this shift from combat to exploration/social roleplay, so it's not a bad idea to have 3ish encounters per dungeon "area", and 8ish per dungeon "level" (or quest) in your mind. But it's not critical that every adventure has the same rhythm, and variety is nice.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6812391, member: 6688858"] Yeah, I don't think a rest really in itself* affects the rhythm of the game, at least not in a sense that would warrant your analogy to scenes in movies. It's more like watching the action hero reload his gun. I maintain that the balance of combat, exploration and social encounters is more important with regard to pacing. *Now if the party tends to rest at times that correspond with a shift in emphasis to exploration or social encounters, then that will affect the pace of the game but it's not really the rest itself, it's just the fact that it coincides with a shift away from a combat emphasis. E.g. they tend to take a short rest after clearing out a dungeon area, which is then followed by an exploration emphasis as they scout out a new area, or they like to go back to town and long rest/level up which is then followed by primarily social encounters before embarking on a new adventure. I do think it's desirable that resting usually coincides with this shift from combat to exploration/social roleplay, so it's not a bad idea to have 3ish encounters per dungeon "area", and 8ish per dungeon "level" (or quest) in your mind. But it's not critical that every adventure has the same rhythm, and variety is nice. [/QUOTE]
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