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General Tabletop Discussion
*Dungeons & Dragons
How many short rests?
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<blockquote data-quote="pemerton" data-source="post: 6394104" data-attributes="member: 42582"><p>I think that the idea of "the world still moves" makes sense, in relation to short rests, only within rather narrow parameters of scenario design.</p><p></p><p>The example of wilderness exploration has been mentioned by multiple posters upthread as an exception (and [MENTION=13009]Paraxis[/MENTION] has noted one sensible way of handling this, of counting camping in rough country as only a short and not a long rest - many 4e GMs take this sort of approach).</p><p></p><p>Typical city adventures would be another example. The amount of momentum lost by turning up to the stake-out an hour later, if it is a 6-hour or 6-day stake-out, is not very great. And the amount of action an evil organisation can take against the PCs, with one extra hour of planning and/or implementation, is not very much. For instance, only in very unusual situations can assassins be called to a meeting, briefed, and be assaulting the PCs within an hour.</p><p></p><p>Again, I think this depends heavily on the nature of the danger. For instance, in a "City of the Slave Lords" scenario, where you are infiltrating an enemy stronghold over the course of hours/days, then resting for one extra hour may often be no big deal at all, even though the environment as a whole is a dangerous one.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6394104, member: 42582"] I think that the idea of "the world still moves" makes sense, in relation to short rests, only within rather narrow parameters of scenario design. The example of wilderness exploration has been mentioned by multiple posters upthread as an exception (and [MENTION=13009]Paraxis[/MENTION] has noted one sensible way of handling this, of counting camping in rough country as only a short and not a long rest - many 4e GMs take this sort of approach). Typical city adventures would be another example. The amount of momentum lost by turning up to the stake-out an hour later, if it is a 6-hour or 6-day stake-out, is not very great. And the amount of action an evil organisation can take against the PCs, with one extra hour of planning and/or implementation, is not very much. For instance, only in very unusual situations can assassins be called to a meeting, briefed, and be assaulting the PCs within an hour. Again, I think this depends heavily on the nature of the danger. For instance, in a "City of the Slave Lords" scenario, where you are infiltrating an enemy stronghold over the course of hours/days, then resting for one extra hour may often be no big deal at all, even though the environment as a whole is a dangerous one. [/QUOTE]
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How many short rests?
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