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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="jgsugden" data-source="post: 8280229" data-attributes="member: 2629"><p><img src="https://i.ytimg.com/vi/6DGNZnfKYnU/hqdefault.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>The reorientation and smuggling you sense may be due to the question not valid. You use a plethora of unnecessarily ostentatious and erudite diction (yeah, yeah) to ask us which is the best fruit: Durian or Dragon Fruit. The answer is neither is best. (Ripe strawberries or go home).</p><p></p><p>When I construct a game, I consider the story relative to the capabilities of the PCs. I try to put them in positions where they may be able to 'push through' without rest, or withdraw to rest - but at a cost/risk. These decisions add to the story - and the tension. If they are very efficient or lucky with their resources, the decision to push on is easier. If they're wasteful or unlucky, they may also have an easy decision, but there is a cost to the decision to rest and give enemies time to discover their presence, prepare and fortify (or hunt them down). </p><p></p><p>The "Storyteller Imperative" does not, never has, and never will, require "Disabling the Long Rest Recharge" to rest. The story does not break, diminish, or weaken if the PCs, in character, make the decision to gamble on resting. We've had basic tools to preserve the tension since the start of the game - wandering monster rolls to be used when resting. The risk of disrupted rest is a part of the story, and it adds to the drama. In fact, resting, in my games, tends to be a tense and fear provoking event. </p><p></p><p>Ah, but once they hit 5th level they get Tiny Hut and resting is essentially guaranteed! Right? Right? Nope. That is not guaranteed in my game. When the dome is up, it is a protective field. However, it has limits and those limits can be considered by foes. Once PCs have access to this tool, I always consider it when preparing for their resting periods. A few bears might come across it, bat at it, and then walk off after a few minutes. However, intelligent monsters may look at it as an opportunity to trap the PCs. </p><p></p><p>Considering the "game" elements of D&D as part of the story is natural. Game elements reflect abilities the PCs would realize exist. A rogue with Cunning Action will realize they're faster than their friends. PCs will know how long it takes to rest and recharge. All of these elements are things that can be considered in character by the PCs. That makes them part of the story.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8280229, member: 2629"] [IMG]https://i.ytimg.com/vi/6DGNZnfKYnU/hqdefault.jpg[/IMG] The reorientation and smuggling you sense may be due to the question not valid. You use a plethora of unnecessarily ostentatious and erudite diction (yeah, yeah) to ask us which is the best fruit: Durian or Dragon Fruit. The answer is neither is best. (Ripe strawberries or go home). When I construct a game, I consider the story relative to the capabilities of the PCs. I try to put them in positions where they may be able to 'push through' without rest, or withdraw to rest - but at a cost/risk. These decisions add to the story - and the tension. If they are very efficient or lucky with their resources, the decision to push on is easier. If they're wasteful or unlucky, they may also have an easy decision, but there is a cost to the decision to rest and give enemies time to discover their presence, prepare and fortify (or hunt them down). The "Storyteller Imperative" does not, never has, and never will, require "Disabling the Long Rest Recharge" to rest. The story does not break, diminish, or weaken if the PCs, in character, make the decision to gamble on resting. We've had basic tools to preserve the tension since the start of the game - wandering monster rolls to be used when resting. The risk of disrupted rest is a part of the story, and it adds to the drama. In fact, resting, in my games, tends to be a tense and fear provoking event. Ah, but once they hit 5th level they get Tiny Hut and resting is essentially guaranteed! Right? Right? Nope. That is not guaranteed in my game. When the dome is up, it is a protective field. However, it has limits and those limits can be considered by foes. Once PCs have access to this tool, I always consider it when preparing for their resting periods. A few bears might come across it, bat at it, and then walk off after a few minutes. However, intelligent monsters may look at it as an opportunity to trap the PCs. Considering the "game" elements of D&D as part of the story is natural. Game elements reflect abilities the PCs would realize exist. A rogue with Cunning Action will realize they're faster than their friends. PCs will know how long it takes to rest and recharge. All of these elements are things that can be considered in character by the PCs. That makes them part of the story. [/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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