Menu
Home
Post new thread
What's new
Latest activity
Authors
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Find Us!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
EN Live
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Biggest TTRPG Kickstarter Creators
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Chat/Discord
Podcast
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Menu
Log in
Register
Install the app
Install
COMING SOON!
Sickness and Health: New diseases for your 5E game!
Home
Community
General Tabletop Discussion
*Dungeons & Dragons
Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xetheral" data-source="post: 8508578" data-attributes="member: 6802765"><p>My experience differs sharply. A short rest is pretty easily available any time that the party doesn't have an imminent deadline. The total time cost is low, or even almost zero if the party just stops for their next meal earlier than originally intended. Moving lunch up a couple hours, for example, doesn't change how much the party can get done in a day.</p><p></p><p>By contrast, spending 9-23 hours for a long rest (depending on the remaining time before the party is eligible to take another long rest) slows the party strategically. If everything they do takes significantly longer thanks to stopping early for long rests, they won't accomplish nearly as much.</p><p></p><p>I suspect the difference in our experiences may come down to how many active quests/opportunities/goals/priorities the PCs are pursuing simultaneously. In my campaigns it tends to be half a dozen or more at any given time, which creates background time pressure. Even if none of those priorities have an explicit doomclock, time spent on one priority is time not spent on the others, and (almost) none of them are so static that they'll wait around unchanged for the PCs to eventually get around to them.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8508578, member: 6802765"] My experience differs sharply. A short rest is pretty easily available any time that the party doesn't have an imminent deadline. The total time cost is low, or even almost zero if the party just stops for their next meal earlier than originally intended. Moving lunch up a couple hours, for example, doesn't change how much the party can get done in a day. By contrast, spending 9-23 hours for a long rest (depending on the remaining time before the party is eligible to take another long rest) slows the party strategically. If everything they do takes significantly longer thanks to stopping early for long rests, they won't accomplish nearly as much. I suspect the difference in our experiences may come down to how many active quests/opportunities/goals/priorities the PCs are pursuing simultaneously. In my campaigns it tends to be half a dozen or more at any given time, which creates background time pressure. Even if none of those priorities have an explicit doomclock, time spent on one priority is time not spent on the others, and (almost) none of them are so static that they'll wait around unchanged for the PCs to eventually get around to them. [/QUOTE]
Insert quotes…
Verification
Post reply
Home
Community
General Tabletop Discussion
*Dungeons & Dragons
Aren't Short Rest classes *better* in "story-based" games rather than dungeon crawls?
Top