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*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="jgsugden" data-source="post: 7184595" data-attributes="member: 2629"><p>I still find the level of disclosure on this topic to be ridiculous. This is the type of thing the DM can adjust on the fly and move beyond without wasting time delving into fine details on the rules.</p><p></p><p>There are a million aspects to D&D that you can hyperfocus on and note potential problems. They're inevitable in such a game with such broad mechanics. DON'T. DO. IT. Admiral Ackbar will tell you why you shouldn't.</p><p></p><p>I play in a lot of games. They're quite varied in style and approach to encounter building. Some tend to have only one combat per adventuring day for half the encounters we face, while others never have less than 4 encounters before a short rest and never more than one short rest before a long rest (NEVER). Despite this wide array of approaches, the game has not suffered because they use one set of resting rules. You're much better off spending time crafting a great story for the game than worrying about details like resting rules. If the only encounter in an adventuring day is an easy one, make it a fun and interesting encounter and it still results in a great game - even if it doesn't pose a life and death risk to the PCs. If you have 8 encounters per LR with a SR after the 5th... just make sure they're all fun and don't exceed the recommendations in the DMG by too much. As long as they're fun, you won't have a problem.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7184595, member: 2629"] I still find the level of disclosure on this topic to be ridiculous. This is the type of thing the DM can adjust on the fly and move beyond without wasting time delving into fine details on the rules. There are a million aspects to D&D that you can hyperfocus on and note potential problems. They're inevitable in such a game with such broad mechanics. DON'T. DO. IT. Admiral Ackbar will tell you why you shouldn't. I play in a lot of games. They're quite varied in style and approach to encounter building. Some tend to have only one combat per adventuring day for half the encounters we face, while others never have less than 4 encounters before a short rest and never more than one short rest before a long rest (NEVER). Despite this wide array of approaches, the game has not suffered because they use one set of resting rules. You're much better off spending time crafting a great story for the game than worrying about details like resting rules. If the only encounter in an adventuring day is an easy one, make it a fun and interesting encounter and it still results in a great game - even if it doesn't pose a life and death risk to the PCs. If you have 8 encounters per LR with a SR after the 5th... just make sure they're all fun and don't exceed the recommendations in the DMG by too much. As long as they're fun, you won't have a problem. [/QUOTE]
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A mechanical solution to the problem with rests
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