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General Tabletop Discussion
*Dungeons & Dragons
Getting to 6 encounters in a day
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<blockquote data-quote="5ekyu" data-source="post: 7427451" data-attributes="member: 6919838"><p>That requires a fairly scripted story structure where an adventure is a discrete package with a beginning middle and end, like running a module from start to finish with no off book side trips or side plots.</p><p></p><p>It also seems to just take away character choice in favor of "when the GM wants us to, we get long rest." But it leaces **attempts at** short rests in the players hands (circumstances apply.)</p><p></p><p>At least in 1e it was iurc a neutral fixed determinant, dawn, and not "when we make GM happy" sort of thing.</p><p></p><p>To me the key basic poibts are this...</p><p></p><p>1 - six encounters between. Long rests is not required, its just a defined baseline they used in playtest. Its spelled out so the gm can have a starting point for estimating if they need to adjust this or that. Its was meant as an educated example, not a recipe to be forced.</p><p></p><p>2 - stories and situations where pressures and circumstances provide serious issues for long rest time outs are pretty ubiquitous. In 5e a gm should consider pre-game what rests will do and have a coupke of contingencies. The "rewards and punishnents, trade offs etc" should be (can be completely) in game, not player side.</p><p></p><p>3 - Its always perfectly fine to have "we hit at full power" type stories too... Plan accordingly for the non-weardown types.</p><p></p><p>4 - If a campaign is having problems caused by rest cycles, you can always talk about it. But before i take long rests **out of in-game** and make them GM-fiat-fodder, i would go for making them some neutral in-game fixed element, like dawn or some pre-determined time from use. It majes no sense for "we slept in our magical shelter last night and got nothing" followed by "tonight we sleep outside in camp and we get bacl all our stuff" just because in between they drove off the BBEG.</p><p></p><p>It almost hands party recovery to the NPC...if the BBEG decides to take advantage of their delay to flee - possibly ending the adventure- they recover, but if he decides to reinforce... They dont.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7427451, member: 6919838"] That requires a fairly scripted story structure where an adventure is a discrete package with a beginning middle and end, like running a module from start to finish with no off book side trips or side plots. It also seems to just take away character choice in favor of "when the GM wants us to, we get long rest." But it leaces **attempts at** short rests in the players hands (circumstances apply.) At least in 1e it was iurc a neutral fixed determinant, dawn, and not "when we make GM happy" sort of thing. To me the key basic poibts are this... 1 - six encounters between. Long rests is not required, its just a defined baseline they used in playtest. Its spelled out so the gm can have a starting point for estimating if they need to adjust this or that. Its was meant as an educated example, not a recipe to be forced. 2 - stories and situations where pressures and circumstances provide serious issues for long rest time outs are pretty ubiquitous. In 5e a gm should consider pre-game what rests will do and have a coupke of contingencies. The "rewards and punishnents, trade offs etc" should be (can be completely) in game, not player side. 3 - Its always perfectly fine to have "we hit at full power" type stories too... Plan accordingly for the non-weardown types. 4 - If a campaign is having problems caused by rest cycles, you can always talk about it. But before i take long rests **out of in-game** and make them GM-fiat-fodder, i would go for making them some neutral in-game fixed element, like dawn or some pre-determined time from use. It majes no sense for "we slept in our magical shelter last night and got nothing" followed by "tonight we sleep outside in camp and we get bacl all our stuff" just because in between they drove off the BBEG. It almost hands party recovery to the NPC...if the BBEG decides to take advantage of their delay to flee - possibly ending the adventure- they recover, but if he decides to reinforce... They dont. [/QUOTE]
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