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Community
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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="Blue" data-source="post: 8280094" data-attributes="member: 20564"><p>Going to start with a truism: "Winning" D&D is everyone a the table having fun.</p><p></p><p>Seems simple, but we have to remember that character success is not the only path to player fun, and sometimes doesn't even lead to player fun. So really, our metric for evaluating is how much will thses choice effect the speciifc players at your table, with their interests and weighting of what's important to their fun.</p><p></p><p>At your table, will players feel cheated that they did everything to ensure they will get a long rest and yet they don't? Will they feel railroaded that their agency is being ignored? If so, that's not a viable path. (And the reality is likely shades of gray.)</p><p></p><p>At your table, will the players be disappointed by an anticlimactic final battle. If it's too easy will they find it boring and lack punch and meaning? If so, that's not a viable path. (Again, also likely shades of grey.)</p><p></p><p>Okay, so at this point you've evaluated the two options because you have a metric to do so. But unless you have one (or two!) clear winners, we're not done.</p><p></p><p>Because if neither of them are particularly acceptable, you're still the DM, and nothing that hasn't hit the table is true in any meaningful way. Put in a twist. Increase the hazard of the battle. Put in some one goal that needs to be realized to win (or not lose) that will still be challenging even if fully rested. Give a reason that the player will intentionally chose to give up the long rest (<u>or not</u>), such as maybe a favored NPC who will be sacrificed at midnight for the ritual. In other words, if ignoring player agency nor trivializing the next day are viable options, change the world. Give your players the opportunities to make memorable stories in your setting.</p></blockquote><p></p>
[QUOTE="Blue, post: 8280094, member: 20564"] Going to start with a truism: "Winning" D&D is everyone a the table having fun. Seems simple, but we have to remember that character success is not the only path to player fun, and sometimes doesn't even lead to player fun. So really, our metric for evaluating is how much will thses choice effect the speciifc players at your table, with their interests and weighting of what's important to their fun. At your table, will players feel cheated that they did everything to ensure they will get a long rest and yet they don't? Will they feel railroaded that their agency is being ignored? If so, that's not a viable path. (And the reality is likely shades of gray.) At your table, will the players be disappointed by an anticlimactic final battle. If it's too easy will they find it boring and lack punch and meaning? If so, that's not a viable path. (Again, also likely shades of grey.) Okay, so at this point you've evaluated the two options because you have a metric to do so. But unless you have one (or two!) clear winners, we're not done. Because if neither of them are particularly acceptable, you're still the DM, and nothing that hasn't hit the table is true in any meaningful way. Put in a twist. Increase the hazard of the battle. Put in some one goal that needs to be realized to win (or not lose) that will still be challenging even if fully rested. Give a reason that the player will intentionally chose to give up the long rest ([U]or not[/U]), such as maybe a favored NPC who will be sacrificed at midnight for the ritual. In other words, if ignoring player agency nor trivializing the next day are viable options, change the world. Give your players the opportunities to make memorable stories in your setting. [/QUOTE]
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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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