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General Tabletop Discussion
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="Oofta" data-source="post: 7407551" data-attributes="member: 6801845"><p>Which might be true if D&D had the logic capacity of a video game. Fortunately there's a DM who can make decisions and have the opponents take logical actions. For example:</p><p></p><p>PCs: after invading the Goblin Grotto of Gloominess, decide to Rope Trick up to safety after the first handful of encounters.</p><p></p><p>Goblins: investigating why Glimple the Gorgeous (he really was quite charismatic for a goblin) didn't show up for his afternoon manicure, find his burnt and broken body. Calling for reinforcements, they find that all the carnage was in a linear line and stopped at room G5 (all rooms in GGG start with G). To be safe the goblins call for <em>more</em> reinforcements, set up traps in corridor #5 and 6 (GGGC5 and GGGC6). They also collapse tunnel GGC7 because it's in such poor repair it was probably going to collapse soon anyway. Gorble the Gimpy was "volunteered" for this task. He will be remembered.</p><p></p><p>So after a long rest, the PCs now face traps, additional patrols, everyone is now on high alert and carrying Goblin Gongs to sound a warning and the adventure is much, much more difficult if not deadly. Much of the treasure, including the famed Gigantic Golden Goblet that was what started this whole quest have been moved to a safer location and is no longer prominently displayed in the trophy case.</p><p></p><p>TLDR: Dungeons are not static. Lose the element of surprise and the dungeon becomes much more difficult as the enemy sets up traps, ambushes and calls for reinforcements.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7407551, member: 6801845"] Which might be true if D&D had the logic capacity of a video game. Fortunately there's a DM who can make decisions and have the opponents take logical actions. For example: PCs: after invading the Goblin Grotto of Gloominess, decide to Rope Trick up to safety after the first handful of encounters. Goblins: investigating why Glimple the Gorgeous (he really was quite charismatic for a goblin) didn't show up for his afternoon manicure, find his burnt and broken body. Calling for reinforcements, they find that all the carnage was in a linear line and stopped at room G5 (all rooms in GGG start with G). To be safe the goblins call for [I]more[/I] reinforcements, set up traps in corridor #5 and 6 (GGGC5 and GGGC6). They also collapse tunnel GGC7 because it's in such poor repair it was probably going to collapse soon anyway. Gorble the Gimpy was "volunteered" for this task. He will be remembered. So after a long rest, the PCs now face traps, additional patrols, everyone is now on high alert and carrying Goblin Gongs to sound a warning and the adventure is much, much more difficult if not deadly. Much of the treasure, including the famed Gigantic Golden Goblet that was what started this whole quest have been moved to a safer location and is no longer prominently displayed in the trophy case. TLDR: Dungeons are not static. Lose the element of surprise and the dungeon becomes much more difficult as the enemy sets up traps, ambushes and calls for reinforcements. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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