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Avoiding the 15m workday.
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<blockquote data-quote="pming" data-source="post: 6380076" data-attributes="member: 45197"><p>Hiya.</p><p> [MENTION=6778044]Ilbranteloth[/MENTION]: I get what you're saying. For me, I'm an old fart still playing a game I learned when I was 10 (I'm turning 45 in a month). When I learned that game, it was more or less standard practice for a DM to roll for wandering monsters every turn (10 minutes); typically it was a 1-in-6 chance, but some dungeons had it 2-in-6, 1-in-8, etc. At any rate, I guess that is still part of my "automatic assumptions" when talking about resting in a dungeon or anywhere outside of a 'safe' area (well located camp, inn, farm house, etc).</p><p></p><p> With that in mind, rolling a 1 on a d6 over the course of 6 rolls is a pretty high likelihood (rolling 1 per 10 minutes). There doesn't have to be any sort of "time constraint" where the PC's are up against the clock to stop the evil cabal's sacrifice...just regular, every day dungeon wandering monsters. A dungeon/ruin/whatever isn't generally static. The creatures there are moving around, other creatures wander in for a visit, meetings between monster 'groups' take place, monsters go out hunting for food, treasure, slaves, etc. That's what a wandering monster table is for. </p><p></p><p> In regards to 5e, one of the little-but-big things I noticed right off the bat with the LMoP adventure was the inclusion of the "Wandering Monster" tables. The chances are slightly more than 1-in-6, but the time frame is either twice a day, or "when the PC's are spending a lot of time in an area" (for Wave Echo Caves). This simple inclusion will cut down on the times players are willing to risk attempting to rest in such a hostile environment. Personally, I'll probably stick with my "once per turn" thing for all the dungeon/ruin/cave areas in the LMoP adventure, but then again, my players don't tend to want to rest very often in dungeons simply because they know it's dangerous.</p><p></p><p> If you are set on a shorter rest period, try going down "bit by bit"...it's easier to give to players than to take away. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> So I'd start with a short rest being half-an-hour. If that's not short enough, drop it to 20 minutes. Still not short enough, then maybe 10 or 15...don't jump straight into 10 minutes because if you find it too fast, it will be harder on your players to accept if you suddenly say "Uh, guys, I'm actually making a short rest be 30 minutes now..."</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6380076, member: 45197"] Hiya. [MENTION=6778044]Ilbranteloth[/MENTION]: I get what you're saying. For me, I'm an old fart still playing a game I learned when I was 10 (I'm turning 45 in a month). When I learned that game, it was more or less standard practice for a DM to roll for wandering monsters every turn (10 minutes); typically it was a 1-in-6 chance, but some dungeons had it 2-in-6, 1-in-8, etc. At any rate, I guess that is still part of my "automatic assumptions" when talking about resting in a dungeon or anywhere outside of a 'safe' area (well located camp, inn, farm house, etc). With that in mind, rolling a 1 on a d6 over the course of 6 rolls is a pretty high likelihood (rolling 1 per 10 minutes). There doesn't have to be any sort of "time constraint" where the PC's are up against the clock to stop the evil cabal's sacrifice...just regular, every day dungeon wandering monsters. A dungeon/ruin/whatever isn't generally static. The creatures there are moving around, other creatures wander in for a visit, meetings between monster 'groups' take place, monsters go out hunting for food, treasure, slaves, etc. That's what a wandering monster table is for. In regards to 5e, one of the little-but-big things I noticed right off the bat with the LMoP adventure was the inclusion of the "Wandering Monster" tables. The chances are slightly more than 1-in-6, but the time frame is either twice a day, or "when the PC's are spending a lot of time in an area" (for Wave Echo Caves). This simple inclusion will cut down on the times players are willing to risk attempting to rest in such a hostile environment. Personally, I'll probably stick with my "once per turn" thing for all the dungeon/ruin/cave areas in the LMoP adventure, but then again, my players don't tend to want to rest very often in dungeons simply because they know it's dangerous. If you are set on a shorter rest period, try going down "bit by bit"...it's easier to give to players than to take away. :) So I'd start with a short rest being half-an-hour. If that's not short enough, drop it to 20 minutes. Still not short enough, then maybe 10 or 15...don't jump straight into 10 minutes because if you find it too fast, it will be harder on your players to accept if you suddenly say "Uh, guys, I'm actually making a short rest be 30 minutes now..." ^_^ Paul L. Ming [/QUOTE]
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