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Home Game Culture Shock: LFR players vs the 15min workday
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<blockquote data-quote="Blue" data-source="post: 5600963" data-attributes="member: 20564"><p>I'm a bit hesitant about calling this a "house rule", I think the OP had the right point. Short rests take time, always have. That time may have consequences. That's not a house rule. He didn't deny them a short rest (changing the mechanics), he made them aware of in-game consequences of taking too much time and they chose not to take a short rest.</p><p></p><p>Short rests aren't guaranteed by rules. Commonly you can take them. Often you can't. In one game I'm in we were infiltrating a base and took out a set of guards. They didn't get off an alarm but there was sounds of combat. DM asked if we wanted to rest for 5 minutes. We had no idea if the rest of the base has been alerted, it was risky. Not "the rules say we're guaranteed one (or more!) short rests before you throw anything else at us."</p><p></p><p>I'm in a long running Eberron game, and some of the most fun is when the DM challenges us by upsetting normal expectations. Having not one but two major battles after we were mostly our of surges because we couldn't escape is one memorable one. Airship combats at heroic where going over the edge was basically death for anyone of the map. We're just hit paragon (with no character deaths and a 4 man party) and we need to escape from imprisonment before being tried and hung. No equipment, and we know if we start our attempt and then sit down for five minutes to take a short rest, we'll have hundreds of guards worth of reinforcements on us. It's just the logic of the situation.</p><p></p><p>To tie it back, there are times when the players won't want to take a short rest or won't be able to take a short rest. And that's part of the game. If the game wanted you to automatically get everything back, they wouldn't of imposed a cost of 5 minutes on it, they would have made it automatic at the end of encounter.</p></blockquote><p></p>
[QUOTE="Blue, post: 5600963, member: 20564"] I'm a bit hesitant about calling this a "house rule", I think the OP had the right point. Short rests take time, always have. That time may have consequences. That's not a house rule. He didn't deny them a short rest (changing the mechanics), he made them aware of in-game consequences of taking too much time and they chose not to take a short rest. Short rests aren't guaranteed by rules. Commonly you can take them. Often you can't. In one game I'm in we were infiltrating a base and took out a set of guards. They didn't get off an alarm but there was sounds of combat. DM asked if we wanted to rest for 5 minutes. We had no idea if the rest of the base has been alerted, it was risky. Not "the rules say we're guaranteed one (or more!) short rests before you throw anything else at us." I'm in a long running Eberron game, and some of the most fun is when the DM challenges us by upsetting normal expectations. Having not one but two major battles after we were mostly our of surges because we couldn't escape is one memorable one. Airship combats at heroic where going over the edge was basically death for anyone of the map. We're just hit paragon (with no character deaths and a 4 man party) and we need to escape from imprisonment before being tried and hung. No equipment, and we know if we start our attempt and then sit down for five minutes to take a short rest, we'll have hundreds of guards worth of reinforcements on us. It's just the logic of the situation. To tie it back, there are times when the players won't want to take a short rest or won't be able to take a short rest. And that's part of the game. If the game wanted you to automatically get everything back, they wouldn't of imposed a cost of 5 minutes on it, they would have made it automatic at the end of encounter. [/QUOTE]
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