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<blockquote data-quote="Chaosmancer" data-source="post: 9134397" data-attributes="member: 6801228"><p>Well, yes and no. </p><p></p><p>Intellectually we can imagine that only getting a single long rest in a day presents an issue with "taking a long rest whenever we want". However, if there is nothing to push you forward during a day, it takes equally as much time at the table to rest for an hour, a day, a week, or six months. This is where the idea of the pressures come in. There has to be a reason you cannot stop for the day. </p><p></p><p>Now, I don't tend to have that problem, because people IRL hate wasting time, and presenting the idea that there is still a whole day left to go, the players will try and fill it. But that requires them focusing more on the RP, than on the mechanics which give them the best chance of success.</p><p></p><p></p><p></p><p>I think there are ways to make it work, but you are correct, it would take more than simply altering the rules. However, I would be remiss to not point out that 5 minute short rests are already a variant rule in the DMG. So, in theory, it can work that way in 5e with little to no issue.</p><p></p><p></p><p></p><p>I do want to have those resources more often to be fair.</p><p></p><p></p><p></p><p>Well, dueling anecdotes. But, I think there is an easier explanation here. See, the few times I've been in a dungeon, we've never short rested OR long rested. It was too long to short rest, and so we simply pushed through until we reached the end of the day. </p><p></p><p>And the same thing tends to happen with wilderness encounters, because we often don't use random encounters. We often travel and then have one longer "mini dungeon" style encounter. Which doesn't leave time for a short rest, and therefore just ends up being a long rest encounter.</p><p></p><p></p><p></p><p>I find myself disagreeing, because the pacing is largely controlled by the players unless the DM decides to use force. I once had players who decided to spend an unscripted hour haggling for basic supplies. And other times, I've had players just push to vaguely handwave travel. The DM can attempt to force them to follow their pacing, but that isn't a great way to go about it. </p><p></p><p>I understand you are talking about things that are slightly different, because the DM does control things like where safe spaces are, and random encounters, but I've often found, if players want to do something... they will do it. I mean, if they decide to leave the dungeon and not press forward, unless you've got an active doomsday plot they are racing to finish.. you can't exactly do anything about that. You can try and instigate consequences, but some things that just... doesn't work for (a tomb filled with undead and traps that the players are attempting to get to the end of)</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9134397, member: 6801228"] Well, yes and no. Intellectually we can imagine that only getting a single long rest in a day presents an issue with "taking a long rest whenever we want". However, if there is nothing to push you forward during a day, it takes equally as much time at the table to rest for an hour, a day, a week, or six months. This is where the idea of the pressures come in. There has to be a reason you cannot stop for the day. Now, I don't tend to have that problem, because people IRL hate wasting time, and presenting the idea that there is still a whole day left to go, the players will try and fill it. But that requires them focusing more on the RP, than on the mechanics which give them the best chance of success. I think there are ways to make it work, but you are correct, it would take more than simply altering the rules. However, I would be remiss to not point out that 5 minute short rests are already a variant rule in the DMG. So, in theory, it can work that way in 5e with little to no issue. I do want to have those resources more often to be fair. Well, dueling anecdotes. But, I think there is an easier explanation here. See, the few times I've been in a dungeon, we've never short rested OR long rested. It was too long to short rest, and so we simply pushed through until we reached the end of the day. And the same thing tends to happen with wilderness encounters, because we often don't use random encounters. We often travel and then have one longer "mini dungeon" style encounter. Which doesn't leave time for a short rest, and therefore just ends up being a long rest encounter. I find myself disagreeing, because the pacing is largely controlled by the players unless the DM decides to use force. I once had players who decided to spend an unscripted hour haggling for basic supplies. And other times, I've had players just push to vaguely handwave travel. The DM can attempt to force them to follow their pacing, but that isn't a great way to go about it. I understand you are talking about things that are slightly different, because the DM does control things like where safe spaces are, and random encounters, but I've often found, if players want to do something... they will do it. I mean, if they decide to leave the dungeon and not press forward, unless you've got an active doomsday plot they are racing to finish.. you can't exactly do anything about that. You can try and instigate consequences, but some things that just... doesn't work for (a tomb filled with undead and traps that the players are attempting to get to the end of) [/QUOTE]
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