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Gritty Campaigns. How you play one?
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<blockquote data-quote="Sacrosanct" data-source="post: 7457482" data-attributes="member: 15700"><p>I guess we agree to disagree then, because I don't think this is the case. In our games, which tend to be more gritty, PCs don't get many opportunities to rest. This is because things keep happening in the game world around them. If they enter a dungeon or castle or whatever and are discovered (because battle is loud), then the rest of the inhabitants will be out looking for them. Finding somewhere to have 8 hours of peace is neigh impossible. Spells are a limited resource, and if you know you may have many encounters over a long period of time between rests, then they are much more rare, assuming in the first place players prepped all the most convenient spells for that adventuring day (which doesn't happen too often because they never know exactly what situations they will be facing). That's all done without changing a single rule.</p><p></p><p>And again, a lot has to do with narration and how you DM the game world. Focus on the misery, magic wielding NPCs are rare, etc. No rule changes there either. 5e does have rules for encumbrance, exhaustion, disease, madness, etc. It's just that a lot of people largely ignore those parts. So it's not the rule changes you are assuming has to happen, it's how you use the existing rules already there.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7457482, member: 15700"] I guess we agree to disagree then, because I don't think this is the case. In our games, which tend to be more gritty, PCs don't get many opportunities to rest. This is because things keep happening in the game world around them. If they enter a dungeon or castle or whatever and are discovered (because battle is loud), then the rest of the inhabitants will be out looking for them. Finding somewhere to have 8 hours of peace is neigh impossible. Spells are a limited resource, and if you know you may have many encounters over a long period of time between rests, then they are much more rare, assuming in the first place players prepped all the most convenient spells for that adventuring day (which doesn't happen too often because they never know exactly what situations they will be facing). That's all done without changing a single rule. And again, a lot has to do with narration and how you DM the game world. Focus on the misery, magic wielding NPCs are rare, etc. No rule changes there either. 5e does have rules for encumbrance, exhaustion, disease, madness, etc. It's just that a lot of people largely ignore those parts. So it's not the rule changes you are assuming has to happen, it's how you use the existing rules already there. [/QUOTE]
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