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Community
General Tabletop Discussion
*Dungeons & Dragons
Correcting ripple effects of slow resting variant
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<blockquote data-quote="Blue" data-source="post: 7993795" data-attributes="member: 20564"><p>I'm actually looking to create strain at times, that's a feature for what I am planning, not a detriment. While exploring the ability to take an 8 hour rest in safety at will is not guaranteed. As a matter of fact, if the party has riled up the natives then moving on is definitely safer than trying to stay in one place.</p><p></p><p>Considering what I'm planning on doing is within or lighter than the normal limits of an adventuring day (6-8 encounters with a short rest at roughly 1/3), this is just "day within normal parameters".</p><p></p><p></p><p></p><p></p><p>My view is that by the time the characters are of level to cast thing like Mordy's Magnificent Mansion, the players have already experienced the dangers of exploration enough that we don't need to spend session time on it on a regular basis. Leo's Tiny Hut on the other hand might be too low level for that level of safety. Must ponder.</p><p></p><p>But you are right absolutely right about it changing the tone of the campaign when the players can safely long-rest at will. I will need to make sure by that point there are some campaign arc related time limitations that would impose an opportunity cost on taking 7 days of down time - not that they can't do it, but they can't abuse it. Thanks for for bringing this up, I definitely need to have something in place.</p><p></p><p>As for location based - I'm already planning to prep them during Session 0 that there will be other way - allows me to cheat the pacing. A magic fountain part way into a dungeon that will recharge them as if they just had a long rest - once each. A very costly elixir, so that the players have some ability to "break glass" but at high cost. That sort of thing.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Blue, post: 7993795, member: 20564"] I'm actually looking to create strain at times, that's a feature for what I am planning, not a detriment. While exploring the ability to take an 8 hour rest in safety at will is not guaranteed. As a matter of fact, if the party has riled up the natives then moving on is definitely safer than trying to stay in one place. Considering what I'm planning on doing is within or lighter than the normal limits of an adventuring day (6-8 encounters with a short rest at roughly 1/3), this is just "day within normal parameters". My view is that by the time the characters are of level to cast thing like Mordy's Magnificent Mansion, the players have already experienced the dangers of exploration enough that we don't need to spend session time on it on a regular basis. Leo's Tiny Hut on the other hand might be too low level for that level of safety. Must ponder. But you are right absolutely right about it changing the tone of the campaign when the players can safely long-rest at will. I will need to make sure by that point there are some campaign arc related time limitations that would impose an opportunity cost on taking 7 days of down time - not that they can't do it, but they can't abuse it. Thanks for for bringing this up, I definitely need to have something in place. As for location based - I'm already planning to prep them during Session 0 that there will be other way - allows me to cheat the pacing. A magic fountain part way into a dungeon that will recharge them as if they just had a long rest - once each. A very costly elixir, so that the players have some ability to "break glass" but at high cost. That sort of thing.[/QUOTE] [/QUOTE]
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Correcting ripple effects of slow resting variant
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