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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="CapnZapp" data-source="post: 7407492" data-attributes="member: 12731"><p>The solution, of course, is to take the rest decision out of the players hands.</p><p></p><p>If the game is set up so, idunno, for example: "you cannot long rest until you've had six encounters" (any type: hard, easy, non-combat...) then you get the focus on resource allocation the game purports to be about.</p><p></p><p>It also means all the time wasted on getting out of the game challenge is saved. </p><p></p><p>It also means all the time the DM wastes on trying to force consequences on a resting party is saved.</p><p></p><p>For instance, everything about that example with the hobgoblins trying to bury a Tiny Hut and set it on fire is to me to lose what the game is about.</p><p></p><p>The game isn't about setting up rules, guidelines and expectations... And then spending your time exploring what happens when you try to wiggle out of that.</p><p></p><p>Why would I want to waste my time on NOT having the adventure? A DM that comes up with these hobgoblin arsonists isn't thinking of the adventure, he's rewarding the players that try to cheat the system with a new adventure. </p><p></p><p>If players short-circuit challenges, the best response is to simply say: "congratulations, you have successfully completed the adventure and saved all the princesses, with no risk to yourselves. Game over."</p><p></p><p>Do that enough times, and your players should realize that the whole frikkin point of D&D is to expose yourself to danger.</p><p></p><p>Not spend your time avoiding it! [emoji21]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7407492, member: 12731"] The solution, of course, is to take the rest decision out of the players hands. If the game is set up so, idunno, for example: "you cannot long rest until you've had six encounters" (any type: hard, easy, non-combat...) then you get the focus on resource allocation the game purports to be about. It also means all the time wasted on getting out of the game challenge is saved. It also means all the time the DM wastes on trying to force consequences on a resting party is saved. For instance, everything about that example with the hobgoblins trying to bury a Tiny Hut and set it on fire is to me to lose what the game is about. The game isn't about setting up rules, guidelines and expectations... And then spending your time exploring what happens when you try to wiggle out of that. Why would I want to waste my time on NOT having the adventure? A DM that comes up with these hobgoblin arsonists isn't thinking of the adventure, he's rewarding the players that try to cheat the system with a new adventure. If players short-circuit challenges, the best response is to simply say: "congratulations, you have successfully completed the adventure and saved all the princesses, with no risk to yourselves. Game over." Do that enough times, and your players should realize that the whole frikkin point of D&D is to expose yourself to danger. Not spend your time avoiding it! [emoji21] [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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