Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
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
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
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
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
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Differing opinions about 5e
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="Flamestrike" data-source="post: 7122030" data-attributes="member: 6788736"><p>A <em>session </em>is not an adventuring day. </p><p></p><p>It might be convenient to long rest at the end of a session (so everyone is back to full strength by the next session) but surely your group is able to handle recording resource usage (loss of hp, hid, spell slots, sorcery points, action surge etc) during the session so you can pick up where you left off last session?</p><p></p><p>If you're getting 3-4 encounters per session, and find that keying long rests to the end of your sessions works for you, then simply key long rests to happen the end of every <em>second </em>session.</p><p></p><p>Also note, an adventuring day doesn't have to be a actual 'day' in game either. An adventuring 'day' is simply the span of game time between long rests. There are options in the game to make long rest take an entire week (turning an adventuring 'day' into the activity that happens in the several weeks of adventuring between long rests) and another option that turns long rests into 1 hour breaks (meaning you can have several adventuring 'days' in one actual day).</p><p></p><p>You can key long rest resource recharge into something other than game time as well. Milestone resource recovery is one option (when the PCs clear the 1st dungeon level they get the benefits of a long rest). </p><p></p><p>There are other more arbitrary methods that I have seen work well - one of which as the DM simply telling the players straight up that they can rest as much as they want, but only the rest they take after the 6th encounter 'counts as' a long rest (and rests after every 2nd encounter count as short rests). It was arbitrary, but players stopped the [nova] fall back and rest [nova] fall back and rest [nova] cycle, and instead focused on beating the encounters and getting through to that long rest after the 6th encounter. The felt a lot more like 4th edition (short rest abilities became almost encounter abilities, and long rest abilities were dailies). there was no need to game the rest system, because it simply wassnt possible anymore. The game was balanced, but via an obvious artificial framework (much like 4E was).</p><p></p><p>You dont need to cram 6-8 encounters in a single [game day]. An adventuring 'day' is <em>not </em>a game day; it is simply the time between long rests. It can be any period of game time, or triggered off anything else that you want. You could have them happen after a whole week of rest in town (gritty realism), or on the first day of every game month, or after every second session, or after every 6th encounter or whatever.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7122030, member: 6788736"] A [I]session [/I]is not an adventuring day. It might be convenient to long rest at the end of a session (so everyone is back to full strength by the next session) but surely your group is able to handle recording resource usage (loss of hp, hid, spell slots, sorcery points, action surge etc) during the session so you can pick up where you left off last session? If you're getting 3-4 encounters per session, and find that keying long rests to the end of your sessions works for you, then simply key long rests to happen the end of every [I]second [/I]session. Also note, an adventuring day doesn't have to be a actual 'day' in game either. An adventuring 'day' is simply the span of game time between long rests. There are options in the game to make long rest take an entire week (turning an adventuring 'day' into the activity that happens in the several weeks of adventuring between long rests) and another option that turns long rests into 1 hour breaks (meaning you can have several adventuring 'days' in one actual day). You can key long rest resource recharge into something other than game time as well. Milestone resource recovery is one option (when the PCs clear the 1st dungeon level they get the benefits of a long rest). There are other more arbitrary methods that I have seen work well - one of which as the DM simply telling the players straight up that they can rest as much as they want, but only the rest they take after the 6th encounter 'counts as' a long rest (and rests after every 2nd encounter count as short rests). It was arbitrary, but players stopped the [nova] fall back and rest [nova] fall back and rest [nova] cycle, and instead focused on beating the encounters and getting through to that long rest after the 6th encounter. The felt a lot more like 4th edition (short rest abilities became almost encounter abilities, and long rest abilities were dailies). there was no need to game the rest system, because it simply wassnt possible anymore. The game was balanced, but via an obvious artificial framework (much like 4E was). You dont need to cram 6-8 encounters in a single [game day]. An adventuring 'day' is [I]not [/I]a game day; it is simply the time between long rests. It can be any period of game time, or triggered off anything else that you want. You could have them happen after a whole week of rest in town (gritty realism), or on the first day of every game month, or after every second session, or after every 6th encounter or whatever. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Differing opinions about 5e
Top