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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="Manbearcat" data-source="post: 8280752" data-attributes="member: 6696971"><p>Im not going to comment on what the orthodox position is around Long Rests (and honestly, if there is one, my guess is that would displease WotC), because I don’t know.</p><p></p><p>However...</p><p></p><p>prabe is correct.</p><p></p><p>When you systemitize things as follows:</p><p></p><p>* 1 hour of interruption is required to impose a reset for a Long Rest.</p><p></p><p>* The absolute highest rate of Random Encounters outlined in the DMG puts any given Long Rest effort at a 25 % chance of triggering a singular Random Encounter in the 8 hours. </p><p></p><p>* There is no guarantee that a Random Encounter is going to be a violent one (assuming a GM's Random Encounter table is manned with at least some noncombat encounters).</p><p></p><p>* This doesn't take into account the abilities that Team PC is able to martial to ensure that they are either (a) undetected or (b) their Long Rest isn't disturbable.</p><p></p><p>* This doesn't take into account that any given combat is likely to last half of a minute (so...sliiiiiiiiiiiiiiiiiiiiiiiiiiiightly short of that hour required to interrupt).</p><p></p><p></p><p>So, again, I don't know what the orthodox perception is out there (or if there is one). But...if there is one, the arrow should be pointed firmly in the "if GMs are routinely shutting down Long Rests with any kind of reliability, then something more meta than the rules/5e facts on the ground allows for is happening." And that "meta" (again...back to my initial proposition), is the GM working outside of the orthodox 5e rules framework (as intended...Rulings and that extreme latitude afforded 5e GMs and their GMing principle of "find the fun...find the memorable story") to wrest control of the trajectory of the gamestate (in this case "Recharged") from the players.</p><p></p><p>"The fun" here and "the memorable story" here might be <em>we curbstomped this dungeon through our skilled play (Hack and Slash Style of Play pg 34 DMG)!</em></p><p></p><p>"The fun" here and "the memorable story" here might be <em>what a climactic finish to our delve...we barely made it out alive against the BBEG and their minions/traps (Immersive Storytelling style of Play pg 34 DMG..."feel free to change or ignore rules to meet your players roleplaying needs"...that is White Wolf advice...that advice doesn't play nicely with Hack and Slash/Skilled Play)!</em></p><p></p><p>If its<em> Something In Between (pg 34 DMG), </em>then you're likely to run into some part of play (and Long Rest recharge is a good spot for that tension) where the priorities of <em>Hack and Slash (Skilled Play)</em> and <em>Immersive Storytelling (Storytelling Imperative)</em> come into conflict. Who survives contact with "the enemy?" What do you (the GM who runs your table) do when that happens?</p><p></p><p>By the by...the last few posts do a great job of answering the question!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8280752, member: 6696971"] Im not going to comment on what the orthodox position is around Long Rests (and honestly, if there is one, my guess is that would displease WotC), because I don’t know. However... prabe is correct. When you systemitize things as follows: * 1 hour of interruption is required to impose a reset for a Long Rest. * The absolute highest rate of Random Encounters outlined in the DMG puts any given Long Rest effort at a 25 % chance of triggering a singular Random Encounter in the 8 hours. * There is no guarantee that a Random Encounter is going to be a violent one (assuming a GM's Random Encounter table is manned with at least some noncombat encounters). * This doesn't take into account the abilities that Team PC is able to martial to ensure that they are either (a) undetected or (b) their Long Rest isn't disturbable. * This doesn't take into account that any given combat is likely to last half of a minute (so...sliiiiiiiiiiiiiiiiiiiiiiiiiiiightly short of that hour required to interrupt). So, again, I don't know what the orthodox perception is out there (or if there is one). But...if there is one, the arrow should be pointed firmly in the "if GMs are routinely shutting down Long Rests with any kind of reliability, then something more meta than the rules/5e facts on the ground allows for is happening." And that "meta" (again...back to my initial proposition), is the GM working outside of the orthodox 5e rules framework (as intended...Rulings and that extreme latitude afforded 5e GMs and their GMing principle of "find the fun...find the memorable story") to wrest control of the trajectory of the gamestate (in this case "Recharged") from the players. "The fun" here and "the memorable story" here might be [I]we curbstomped this dungeon through our skilled play (Hack and Slash Style of Play pg 34 DMG)![/I] "The fun" here and "the memorable story" here might be [I]what a climactic finish to our delve...we barely made it out alive against the BBEG and their minions/traps (Immersive Storytelling style of Play pg 34 DMG..."feel free to change or ignore rules to meet your players roleplaying needs"...that is White Wolf advice...that advice doesn't play nicely with Hack and Slash/Skilled Play)![/I] If its[I] Something In Between (pg 34 DMG), [/I]then you're likely to run into some part of play (and Long Rest recharge is a good spot for that tension) where the priorities of [I]Hack and Slash (Skilled Play)[/I] and [I]Immersive Storytelling (Storytelling Imperative)[/I] come into conflict. Who survives contact with "the enemy?" What do you (the GM who runs your table) do when that happens? By the by...the last few posts do a great job of answering the question! [/QUOTE]
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