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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="jmartkdr2" data-source="post: 8280779" data-attributes="member: 7017304"><p>A lot of this does depend on details - </p><p></p><p>- I'm assuming the players were able to establish a scenario where they could reasonably expect to get a whole rest in. They've scouted, pacified, and secured the area to remove the risk of wandering monsters. They've taken into account the fact that the enemy might be aware of them coming and making their own moves. In other words, setting up a lac of interruption is part of "earning" the long rest. If it can be interrupted without violating the established fiction, than that happening isn't violating skilled play <em>or</em> the story.</p><p></p><p>- one effect of taking a long rest in such a campaign would be "the bad guy also gets an extra 8 hours to prepare." It's a cost/risk of the long rest. This gives the dm a lot of room to adjust the final encounter to dial up the difficulty. A well-written adventure would include tips on how to do this, such as items like a set of <em>braziers of commanding fire elementals</em> which could give him some extra muscle, but only if you give him enough time to get it set up. (Again, ideally, the players should have had a chance to find out about these and factor them in to risk calculations.)</p><p></p><p>But arguing the example aside - at some point it will come down to "following the rules" or "following the adventure plan" or "doing what seems like it will be the most exciting." It seems that here at least, there's a 4-to-1 preference for the first one.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8280779, member: 7017304"] A lot of this does depend on details - - I'm assuming the players were able to establish a scenario where they could reasonably expect to get a whole rest in. They've scouted, pacified, and secured the area to remove the risk of wandering monsters. They've taken into account the fact that the enemy might be aware of them coming and making their own moves. In other words, setting up a lac of interruption is part of "earning" the long rest. If it can be interrupted without violating the established fiction, than that happening isn't violating skilled play [I]or[/I] the story. - one effect of taking a long rest in such a campaign would be "the bad guy also gets an extra 8 hours to prepare." It's a cost/risk of the long rest. This gives the dm a lot of room to adjust the final encounter to dial up the difficulty. A well-written adventure would include tips on how to do this, such as items like a set of [I]braziers of commanding fire elementals[/I] which could give him some extra muscle, but only if you give him enough time to get it set up. (Again, ideally, the players should have had a chance to find out about these and factor them in to risk calculations.) But arguing the example aside - at some point it will come down to "following the rules" or "following the adventure plan" or "doing what seems like it will be the most exciting." It seems that here at least, there's a 4-to-1 preference for the first one. [/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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