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DM'ing again after a LONG absence
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<blockquote data-quote="Uller" data-source="post: 6887607" data-attributes="member: 413"><p>This just came up in one of my games...if you want travelling the wilderness areas over the course of days to feel at all dangerous without having to always use deadly encounters (i.e, you want the party to have to worry about supplies and hitpoint attrition, etc. over the course of several fights, etc) then consider modifying the rest rules so that you only get the benefits of a long rest once per week unless you are in a civilized area or a very well equipped camp. Otherwise, the even a low level party can generally use magic to come up with enough food and water most of the time and it requires seriously challenging encounters to force them to spend all their spell slots.</p><p></p><p>I'd go with something like: Long rests require 24 hours and no more than 2 short rests in a 24 hour period while traveling. So if the party is travelling overland and have lots of time, then it just doesn't matter that much. If your sandbox includes some time limited adventures then they might have to make choices between pressing on or getting back spells and hitpoints (the way the rest rules work out now, that decision only ever happens in dungeon and similar site based adventures where there are 4+ encounters...the fighter is down to 1/4 his max HP, but if we stop to rest, the monsters will learn we are here and will beef up their defenses or maybe even come after us!).</p></blockquote><p></p>
[QUOTE="Uller, post: 6887607, member: 413"] This just came up in one of my games...if you want travelling the wilderness areas over the course of days to feel at all dangerous without having to always use deadly encounters (i.e, you want the party to have to worry about supplies and hitpoint attrition, etc. over the course of several fights, etc) then consider modifying the rest rules so that you only get the benefits of a long rest once per week unless you are in a civilized area or a very well equipped camp. Otherwise, the even a low level party can generally use magic to come up with enough food and water most of the time and it requires seriously challenging encounters to force them to spend all their spell slots. I'd go with something like: Long rests require 24 hours and no more than 2 short rests in a 24 hour period while traveling. So if the party is travelling overland and have lots of time, then it just doesn't matter that much. If your sandbox includes some time limited adventures then they might have to make choices between pressing on or getting back spells and hitpoints (the way the rest rules work out now, that decision only ever happens in dungeon and similar site based adventures where there are 4+ encounters...the fighter is down to 1/4 his max HP, but if we stop to rest, the monsters will learn we are here and will beef up their defenses or maybe even come after us!). [/QUOTE]
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