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How has 5e solved the Wand of CLW problem?
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<blockquote data-quote="CapnZapp" data-source="post: 6561907" data-attributes="member: 12731"><p>As I see it, the core issue is that when you hand the controls over when to stop and rest for the day to the players, you will have to accept that the players will want to play it safe and rest even when you the DM knows they don't have to and in fact, resting will lessen/destroy dramatic tension later on.</p><p></p><p>What the game needs is some way to force the players to keep driving when the fuel gauge is in the red, as it were.</p><p></p><p>Here D&D has always chosen ONE TRUE SOLUTION which of course doesn't work in all cases.</p><p></p><p>I would love for the game to finally make this <em>variable</em>, so different adventures can have different solutions.</p><p></p><p>One adventure can have the classic "one long rest per day". </p><p></p><p>Another can say "a long rest each hour". </p><p></p><p>A third can say "you can't long rest until you reach an oasis, which could take a week or more".</p><p></p><p>Yet another could even say "you get to long rest after 5-8 encounters, depending."</p><p></p><p>One adventure could allow free creation of Cure Wounds wands. Another would even disallow Goodberry.</p><p></p><p></p><p></p><p></p><p>Any suggestion that sticks to just one of these answers will always be incomplete.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6561907, member: 12731"] As I see it, the core issue is that when you hand the controls over when to stop and rest for the day to the players, you will have to accept that the players will want to play it safe and rest even when you the DM knows they don't have to and in fact, resting will lessen/destroy dramatic tension later on. What the game needs is some way to force the players to keep driving when the fuel gauge is in the red, as it were. Here D&D has always chosen ONE TRUE SOLUTION which of course doesn't work in all cases. I would love for the game to finally make this [I]variable[/I], so different adventures can have different solutions. One adventure can have the classic "one long rest per day". Another can say "a long rest each hour". A third can say "you can't long rest until you reach an oasis, which could take a week or more". Yet another could even say "you get to long rest after 5-8 encounters, depending." One adventure could allow free creation of Cure Wounds wands. Another would even disallow Goodberry. Any suggestion that sticks to just one of these answers will always be incomplete. [/QUOTE]
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How has 5e solved the Wand of CLW problem?
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