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Advice: A less hectic workday for my D&D characters
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<blockquote data-quote="pming" data-source="post: 7405187" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>I disagree. I see the rules as defining "Short rest is X" and "Long rest is Y". It doesn't seem to me to indicated that the players get to decide when/if a "rest" occurs. I think I remember reading about one Long rest per 24 hours? I don't remember anything about Short rests though. I am positive that the players don't decide that when they do rest, they are perfectly safe. In fact, IIRC, it states something about being "interrupted" for a certain length of time during a rest negates it's game effects.</p><p></p><p>In other words, "We take a short rest" pretty much means "We hang out in this room for an hour to rest, and hope nothing disturbs us"...it doesn't mean "We hang out in this room for an hour to rest, so we're safe".</p><p></p><p></p><p></p><p></p><p>Again, I disagree. The Players don't get to decide what happens during that 1 or 8 hour "rest". If a DM is designing the adventure as I do (without much regards to the PC's specifics), he should have a nice idea of how much traffic some area gets, if there are any constantly annoying things (weather, insects, earthquakes, erupting spouts of lava, or an exhale of fiery gas from pockets under ground that are preceded by a thumping sound...and be wary of the R.O.U.S.'s! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). Point being...the world doesn't just "stop" when the PC's decide it does. A "rest" should <em>never</em> be an assumed thing. And, IMHO, the more dangerous an area is, the more likely the PC's are to be interrupted, thus negating their "restfulness".</p><p></p><p></p><p></p><p>a) yes it does...it's called "The DM" (and Yes, I consider "the DM" to be a mechanical part of the game; without him/her, most of the game just doesn't work). b) time pressure?...oh, I see below...that is one solution I suppose (but not one I'd suggest to use all the time).</p><p></p><p></p><p></p><p>I AGREE! <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=":)" /> Especially the last part. For an example of how a time-constrained adventure should go...see either the AD&D module A4: In the Dungeons of the Slave Lords (Tournament Rules)...or the "Shadows Over Bogenhoffen" adventure for Warhammer Fantasy RolePlay (1st ed). In A4, players have 2 hours of *real time* to escape...or..."BOOM!" (brutal catch?...the Players don't know this! ((but yes, they should be smart enough to realize that they need to leave NOW)) ... :evil: ). In SoB, if the players don't figure out who, what, where and when..."BOOM!"</p><p></p><p>For an example of a good compromise, the AD&D adventure C1: Hidden Shrine of Tamoachan (Tournament Rules); PC's take a point of damage (or was it 1d10?) every hour...escape or die! </p><p></p><p>But at any rate, the whole Short/Long Rest thing isn't a given. So Players who think "we're back at camp, we can rest for 8 or 9 hours then go back and take on the Dread Lord" are fooling themselves. Disrupting the hive of the evil Dread Lord, leaving the dungeon and ruin, traveling a kilometer away, and thinking that the Dread Lord is going to just sit there and do nothing...well, that's not a mechanical thing. That's just bad DM'ing, imnsho.</p><p></p><p>But yeah, basically, if an adventure has a hook about "The ritual will be complete in three days!"...then the adventure had better damn well live up to that threat!</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7405187, member: 45197"] Hiya! I disagree. I see the rules as defining "Short rest is X" and "Long rest is Y". It doesn't seem to me to indicated that the players get to decide when/if a "rest" occurs. I think I remember reading about one Long rest per 24 hours? I don't remember anything about Short rests though. I am positive that the players don't decide that when they do rest, they are perfectly safe. In fact, IIRC, it states something about being "interrupted" for a certain length of time during a rest negates it's game effects. In other words, "We take a short rest" pretty much means "We hang out in this room for an hour to rest, and hope nothing disturbs us"...it doesn't mean "We hang out in this room for an hour to rest, so we're safe". Again, I disagree. The Players don't get to decide what happens during that 1 or 8 hour "rest". If a DM is designing the adventure as I do (without much regards to the PC's specifics), he should have a nice idea of how much traffic some area gets, if there are any constantly annoying things (weather, insects, earthquakes, erupting spouts of lava, or an exhale of fiery gas from pockets under ground that are preceded by a thumping sound...and be wary of the R.O.U.S.'s! ;) ). Point being...the world doesn't just "stop" when the PC's decide it does. A "rest" should [I]never[/I] be an assumed thing. And, IMHO, the more dangerous an area is, the more likely the PC's are to be interrupted, thus negating their "restfulness". a) yes it does...it's called "The DM" (and Yes, I consider "the DM" to be a mechanical part of the game; without him/her, most of the game just doesn't work). b) time pressure?...oh, I see below...that is one solution I suppose (but not one I'd suggest to use all the time). I AGREE! :) Especially the last part. For an example of how a time-constrained adventure should go...see either the AD&D module A4: In the Dungeons of the Slave Lords (Tournament Rules)...or the "Shadows Over Bogenhoffen" adventure for Warhammer Fantasy RolePlay (1st ed). In A4, players have 2 hours of *real time* to escape...or..."BOOM!" (brutal catch?...the Players don't know this! ((but yes, they should be smart enough to realize that they need to leave NOW)) ... :evil: ). In SoB, if the players don't figure out who, what, where and when..."BOOM!" For an example of a good compromise, the AD&D adventure C1: Hidden Shrine of Tamoachan (Tournament Rules); PC's take a point of damage (or was it 1d10?) every hour...escape or die! But at any rate, the whole Short/Long Rest thing isn't a given. So Players who think "we're back at camp, we can rest for 8 or 9 hours then go back and take on the Dread Lord" are fooling themselves. Disrupting the hive of the evil Dread Lord, leaving the dungeon and ruin, traveling a kilometer away, and thinking that the Dread Lord is going to just sit there and do nothing...well, that's not a mechanical thing. That's just bad DM'ing, imnsho. But yeah, basically, if an adventure has a hook about "The ritual will be complete in three days!"...then the adventure had better damn well live up to that threat! ^_^ Paul L. Ming [/QUOTE]
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