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General Tabletop Discussion
*Dungeons & Dragons
6-8 Encounters a long rest is, actually, a pretty problematic idea.
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<blockquote data-quote="robus" data-source="post: 7409393" data-attributes="member: 6801558"><p>(Reading through this long thread so apologies if this has been addressed already...)</p><p></p><p>It's not enforced but when I did some reverse design work on LMoP I could see that the designers did take it into account. For example the very first sequence of encounters at the Goblin hideout very neatly conformed to the adventuring day guidelines. And really there was no obvious spot to long rest so the designers assumed that this sequence would be tackled during a single adventuring day (which I think all groups probably did). This pattern continued until I got bored (after about 3 or 4 set pieces <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> .</p><p></p><p>So while the adventuring day is not enforced it is considered when developing the published adventures. Of course there's really no way for them to enforce it unless they really want to you to run the adventure on super tight rails:</p><p></p><p>"No, you rest when the adventure says you rest. Now get back into that dungeon, you've got 3 more encounters to overcome!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>All they can do is to try and structure it so that it makes logical sense in the narrative for the group to keep plugging away at a set of encounters (within an adventuring day). As I said in another thread, this is where GM skill comes into play, dangling interesting morsels in front of the players so they want to keep going. Whether it's a ticking clock or a mystery or whatever. What is the driving motivation? I don't think the players need much, but they need something.</p></blockquote><p></p>
[QUOTE="robus, post: 7409393, member: 6801558"] (Reading through this long thread so apologies if this has been addressed already...) It's not enforced but when I did some reverse design work on LMoP I could see that the designers did take it into account. For example the very first sequence of encounters at the Goblin hideout very neatly conformed to the adventuring day guidelines. And really there was no obvious spot to long rest so the designers assumed that this sequence would be tackled during a single adventuring day (which I think all groups probably did). This pattern continued until I got bored (after about 3 or 4 set pieces :) . So while the adventuring day is not enforced it is considered when developing the published adventures. Of course there's really no way for them to enforce it unless they really want to you to run the adventure on super tight rails: "No, you rest when the adventure says you rest. Now get back into that dungeon, you've got 3 more encounters to overcome!" :D All they can do is to try and structure it so that it makes logical sense in the narrative for the group to keep plugging away at a set of encounters (within an adventuring day). As I said in another thread, this is where GM skill comes into play, dangling interesting morsels in front of the players so they want to keep going. Whether it's a ticking clock or a mystery or whatever. What is the driving motivation? I don't think the players need much, but they need something. [/QUOTE]
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6-8 Encounters a long rest is, actually, a pretty problematic idea.
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