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Community
General Tabletop Discussion
*Dungeons & Dragons
Have the designers lost interest in short rests?
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<blockquote data-quote="Swarmkeeper" data-source="post: 8125780" data-attributes="member: 6921763"><p>Agreed that pacing is quite important. To me, forcing the pace to conclude at the end of a game session feels artificial if it happens every session (in a non-West Marches game). Perhaps it depends on the length of your game sessions. With an average session at 3 to 4 hours, we often find a session ending at a cliffhanger type of scene - which I suppose is a fine use of pacing, too. Just as we run out of time, a big foe challenges the party or a mysterious house appears over the next ridge. Something to ponder for next session. We simply aren't able to tie things up neatly in a bow with a long rest at the end of each and every session. Frankly, I would not want to (or perhaps I'm not willing to?). I've played in games where a time limit in real life causes the in-game action to get neatly concluded by DM fiat. That's what I'm thinking about when I say it feels artificial. That, to me, is making the game less challenging as the players know exactly when the recharge is coming.</p><p></p><p></p><p></p><p>Not sure I follow the logic of it being a pain to carry over lost hit points and spent spell slots to the next session. That's what a character sheet is for (physical or electronic), after all. What am I missing?</p><p></p><p>I do agree that making one day in-game last 6 weeks IRL is likely way too long. I'm going to guess that a 6 session hasn't happened too often in our games, if at all, but honestly haven't been tracking it. Probably the longest in-game day at our table might last three sessions of 3 to 4 hours each. The "be awesome" button still maintains its luster at that frequency, IME.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8125780, member: 6921763"] Agreed that pacing is quite important. To me, forcing the pace to conclude at the end of a game session feels artificial if it happens every session (in a non-West Marches game). Perhaps it depends on the length of your game sessions. With an average session at 3 to 4 hours, we often find a session ending at a cliffhanger type of scene - which I suppose is a fine use of pacing, too. Just as we run out of time, a big foe challenges the party or a mysterious house appears over the next ridge. Something to ponder for next session. We simply aren't able to tie things up neatly in a bow with a long rest at the end of each and every session. Frankly, I would not want to (or perhaps I'm not willing to?). I've played in games where a time limit in real life causes the in-game action to get neatly concluded by DM fiat. That's what I'm thinking about when I say it feels artificial. That, to me, is making the game less challenging as the players know exactly when the recharge is coming. Not sure I follow the logic of it being a pain to carry over lost hit points and spent spell slots to the next session. That's what a character sheet is for (physical or electronic), after all. What am I missing? I do agree that making one day in-game last 6 weeks IRL is likely way too long. I'm going to guess that a 6 session hasn't happened too often in our games, if at all, but honestly haven't been tracking it. Probably the longest in-game day at our table might last three sessions of 3 to 4 hours each. The "be awesome" button still maintains its luster at that frequency, IME. [/QUOTE]
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Have the designers lost interest in short rests?
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