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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Tony Vargas" data-source="post: 7407353" data-attributes="member: 996"><p>My experience with 1e back in the day ('80-89), was that it varied tremendously with group/DM & level. At low levels, we watched hps carefully, and withdrew to rest when out if healing spells, because if we pushed it, someone would get knocked below 0, and, if we survived, that was a week to get him up and running, again. Some levels later, the emphasis switched to spells, in general, not just healing. Spells are such a powerful and renewable resource, it'd've been foolish not to, and, as the attack v AC dynamic shifted hp damage accumulation became less unpredictable, so withdraw became about managing spell resources rather than avoiding week-long convalescence. If hps were heavily depleted, an extra day spent memorizing a full slate of healing would take care of it. </p><p></p><p>Resting in dungeons varied with the DM a lot, too, some were quite permissive, spike a door shut and you're good, with others, it was better to leave the dungeon or to rest while you still had enough juice to take on the wandering damage.</p><p></p><p>I do not recall a whole lot of resting in Rope Tricks back in the day... maybe it was just that the spell didn't click with most of the groups I games with, or maybe it was the desperate need for low level parties to rest frequently that led to DMs being sufficiently accustomed to it that the extradimensional hidey-hole was overkill...</p><p>...or maybe rope trick just didn't get found in a scroll or book that much.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7407353, member: 996"] My experience with 1e back in the day ('80-89), was that it varied tremendously with group/DM & level. At low levels, we watched hps carefully, and withdrew to rest when out if healing spells, because if we pushed it, someone would get knocked below 0, and, if we survived, that was a week to get him up and running, again. Some levels later, the emphasis switched to spells, in general, not just healing. Spells are such a powerful and renewable resource, it'd've been foolish not to, and, as the attack v AC dynamic shifted hp damage accumulation became less unpredictable, so withdraw became about managing spell resources rather than avoiding week-long convalescence. If hps were heavily depleted, an extra day spent memorizing a full slate of healing would take care of it. Resting in dungeons varied with the DM a lot, too, some were quite permissive, spike a door shut and you're good, with others, it was better to leave the dungeon or to rest while you still had enough juice to take on the wandering damage. I do not recall a whole lot of resting in Rope Tricks back in the day... maybe it was just that the spell didn't click with most of the groups I games with, or maybe it was the desperate need for low level parties to rest frequently that led to DMs being sufficiently accustomed to it that the extradimensional hidey-hole was overkill... ...or maybe rope trick just didn't get found in a scroll or book that much. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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