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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Mistwell" data-source="post: 7407336" data-attributes="member: 2525"><p>I do think a big part of it is some old school type experience that lends itself to the "high number of encounters between rests" concepts. Often in dungeons (but not only in dungeons). There just isn't a way to safely rest unless you clear a whole bunch of areas in a relatively short period of time. </p><p></p><p>If you enter a room and unleash all your resources on that battle, it's likely something hears you nearby and comes running within a minute. No time to rest - barely time to search the bodies and check for secret doors and traps. And when you do want to rest, you need to secure a rest area or else have your rest interrupted. Securing an area means exploring more than just a room or two. You can't just find an empty room and spike the door closed - things will break your door down. Because you're murderous robbers in their house and they're not just going to sit around waiting for your tea time to end.</p><p></p><p>This is kinda how the concept of dungeon "levels" came about. You're taking it one level at a time (or at least one securable larger-section of the level at a time), not one room at a time. The walls might define an individual battlefield for a single battle, but the region (a larger series of rooms and corridors and doors and secret entrances and such) needs to be secured if you want to rest safely. Even if you are quiet about it, monsters wander constantly. It's an active region, not a video game where you pop a door and only then do the monsters automate.</p><p></p><p>And if you just plan on entering, taking out a single room, and then exiting the dungeon...expect the room to have more monsters in it next time, and for them to be more prepared. Or you can also expect they will leave the dungeon and track you down where you're campsite is at. </p><p></p><p>You can't just leave for 8 hours and expect the situation to remain static and you just return to where you left off. Where you left off is killing some monsters that knew some other monsters. They react to what you've done so far.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7407336, member: 2525"] I do think a big part of it is some old school type experience that lends itself to the "high number of encounters between rests" concepts. Often in dungeons (but not only in dungeons). There just isn't a way to safely rest unless you clear a whole bunch of areas in a relatively short period of time. If you enter a room and unleash all your resources on that battle, it's likely something hears you nearby and comes running within a minute. No time to rest - barely time to search the bodies and check for secret doors and traps. And when you do want to rest, you need to secure a rest area or else have your rest interrupted. Securing an area means exploring more than just a room or two. You can't just find an empty room and spike the door closed - things will break your door down. Because you're murderous robbers in their house and they're not just going to sit around waiting for your tea time to end. This is kinda how the concept of dungeon "levels" came about. You're taking it one level at a time (or at least one securable larger-section of the level at a time), not one room at a time. The walls might define an individual battlefield for a single battle, but the region (a larger series of rooms and corridors and doors and secret entrances and such) needs to be secured if you want to rest safely. Even if you are quiet about it, monsters wander constantly. It's an active region, not a video game where you pop a door and only then do the monsters automate. And if you just plan on entering, taking out a single room, and then exiting the dungeon...expect the room to have more monsters in it next time, and for them to be more prepared. Or you can also expect they will leave the dungeon and track you down where you're campsite is at. You can't just leave for 8 hours and expect the situation to remain static and you just return to where you left off. Where you left off is killing some monsters that knew some other monsters. They react to what you've done so far. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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