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<blockquote data-quote="CapnZapp" data-source="post: 6776978" data-attributes="member: 12731"><p>More generally:</p><p></p><p>What is our problem with the adventuring day?</p><p></p><p>It isn't that the characters stop adventuring when their resources are depleted.</p><p></p><p>It's that they, more often than not, stop adventuring <strong>before</strong> their resources are depleted.</p><p></p><p>Why is that a problem?</p><p></p><p>It's a problem if the game is built upon a series of encounters that individually isn't too dangerous, like 5th edition is. The excitement then comes from the uncertainty "do we have enough resources to last us thru the day?", and that even a weak encounter can become thrilling when everybody is out of "dailies" (like spells, surges and what not).</p><p></p><p>That the players can play it safe with next to no repercussions completely short-circuits this model. </p><p></p><p>Sure, you can try to build in restrictions in the adventures themselves: "the dragon will eat the princess at midnight. Go, go, go!" That makes resting have some real repercussions.</p><p></p><p>But that gets awfully old quick. What you need is a game that comes with built-in supports and limitations.</p><p></p><p><u>Support: </u></p><p>Empower each adventure author to set the resting pace best suited for that adventure. A trek across the desert: "You only get the benefits of long rests at an oasis". A brutal defense of the castle, that's just one endless combat slog: "You get the benefits of a long rest each time the church bell rings and rallies your hearts".</p><p></p><p><u>Restrictions:</u></p><p>"You cannot gain the benefits of a long rest until you have taken at least two short rests. You cannot gain the benefits of a short rest until after at least two encounters."</p><p></p><p>Instant solution. Boom. Done.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6776978, member: 12731"] More generally: What is our problem with the adventuring day? It isn't that the characters stop adventuring when their resources are depleted. It's that they, more often than not, stop adventuring [B]before[/B] their resources are depleted. Why is that a problem? It's a problem if the game is built upon a series of encounters that individually isn't too dangerous, like 5th edition is. The excitement then comes from the uncertainty "do we have enough resources to last us thru the day?", and that even a weak encounter can become thrilling when everybody is out of "dailies" (like spells, surges and what not). That the players can play it safe with next to no repercussions completely short-circuits this model. Sure, you can try to build in restrictions in the adventures themselves: "the dragon will eat the princess at midnight. Go, go, go!" That makes resting have some real repercussions. But that gets awfully old quick. What you need is a game that comes with built-in supports and limitations. [U]Support: [/U] Empower each adventure author to set the resting pace best suited for that adventure. A trek across the desert: "You only get the benefits of long rests at an oasis". A brutal defense of the castle, that's just one endless combat slog: "You get the benefits of a long rest each time the church bell rings and rallies your hearts". [U]Restrictions:[/U] "You cannot gain the benefits of a long rest until you have taken at least two short rests. You cannot gain the benefits of a short rest until after at least two encounters." Instant solution. Boom. Done. [/QUOTE]
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