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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="GameOgre" data-source="post: 7408253" data-attributes="member: 57914"><p>For me it's all about character freedom to behave as close to believable as we can get. If the characters feel that a rest is important and want to attempt to rest then I will let them. </p><p></p><p>Now that also means they have the freedom to fail if time is important and the freedom to make a bad call if trying to rest in a area unwise to try and rest in. </p><p></p><p>My game isn't set up by encounters so it matters not at all to me if they fight once and then rest or 10 battles and then rest. However, there is ALWAYS consequences for everything they do. If nothing else the consequence is time has passed and npc's and monsters ect will have done things in that time.</p><p></p><p>One of my players asked me after a particularly difficult day of adventuring"How were we supposed to rescue those villagers in that time frame? There were so many of the enemy and we had such a short time to make the attempt before they reached there lair."</p><p></p><p>My response was this. </p><p></p><p>"You are not supposed to do anything but what you decide to do. That was not created as a rescue mission adventure but instead just something that happened that you could interact with in whatever way you guys wanted. There was no planning for you guys to succeed or fail but instead what would those monsters and villagers do in that situation. The villagers desperate and hurt wanting to be rescued and those monsters wanting to capture and loot and bring slaves back to their lair in the best way possible for them."</p><p></p><p>The Adventure is that you guys are supposed to be Heroes and that sometimes no matter what the odds you pull a win out of utter disaster and tragedy or sometimes die heroic deaths defending others or in a lot of cases through greed and avarice get yourselves in situations with no way out but somehow manage to win the day anyway."</p></blockquote><p></p>
[QUOTE="GameOgre, post: 7408253, member: 57914"] For me it's all about character freedom to behave as close to believable as we can get. If the characters feel that a rest is important and want to attempt to rest then I will let them. Now that also means they have the freedom to fail if time is important and the freedom to make a bad call if trying to rest in a area unwise to try and rest in. My game isn't set up by encounters so it matters not at all to me if they fight once and then rest or 10 battles and then rest. However, there is ALWAYS consequences for everything they do. If nothing else the consequence is time has passed and npc's and monsters ect will have done things in that time. One of my players asked me after a particularly difficult day of adventuring"How were we supposed to rescue those villagers in that time frame? There were so many of the enemy and we had such a short time to make the attempt before they reached there lair." My response was this. "You are not supposed to do anything but what you decide to do. That was not created as a rescue mission adventure but instead just something that happened that you could interact with in whatever way you guys wanted. There was no planning for you guys to succeed or fail but instead what would those monsters and villagers do in that situation. The villagers desperate and hurt wanting to be rescued and those monsters wanting to capture and loot and bring slaves back to their lair in the best way possible for them." The Adventure is that you guys are supposed to be Heroes and that sometimes no matter what the odds you pull a win out of utter disaster and tragedy or sometimes die heroic deaths defending others or in a lot of cases through greed and avarice get yourselves in situations with no way out but somehow manage to win the day anyway." [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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