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General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
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<blockquote data-quote="Charlaquin" data-source="post: 8125075" data-attributes="member: 6779196"><p>I disagree strongly. If the players miss content, they miss it, and the DM shouldn’t alter things to compensate, otherwise there was really no point of it being missable in the first place. The players decisions should matter, and sometimes that means they miss out on potential rewards. THAT is the nature of D&D, if you ask me.</p><p></p><p>Again, I disagree. The resource management challenge is what gives weight to the decisions the players make about how to tackle the adventure. They are fully in the driver’s seat, but there are natural consequences to trying to drive against the flow of traffic.</p><p></p><p>The management of resources <em>is</em> entirely on the player side. But unless their decisions surrounding resource management have consequences, they’re meaningless. The players should have to weigh the benefits and drawbacks of resting and recovering their resources or pressing on with what they have, and then live with the outcomes of whatever choices they make. If the players’ choice to rest results in an encounter being easier than anticipated, so be it. If their choice to rest results in them missing out on time-sensitive rewards, so be it. If their decision to press on results in one or more character deaths, so be it. The consequences are what make those choices more than just illusions.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8125075, member: 6779196"] I disagree strongly. If the players miss content, they miss it, and the DM shouldn’t alter things to compensate, otherwise there was really no point of it being missable in the first place. The players decisions should matter, and sometimes that means they miss out on potential rewards. THAT is the nature of D&D, if you ask me. Again, I disagree. The resource management challenge is what gives weight to the decisions the players make about how to tackle the adventure. They are fully in the driver’s seat, but there are natural consequences to trying to drive against the flow of traffic. The management of resources [I]is[/I] entirely on the player side. But unless their decisions surrounding resource management have consequences, they’re meaningless. The players should have to weigh the benefits and drawbacks of resting and recovering their resources or pressing on with what they have, and then live with the outcomes of whatever choices they make. If the players’ choice to rest results in an encounter being easier than anticipated, so be it. If their choice to rest results in them missing out on time-sensitive rewards, so be it. If their decision to press on results in one or more character deaths, so be it. The consequences are what make those choices more than just illusions. [/QUOTE]
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Have the designers lost interest in short rests?
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