How often does your group stop to rest?

shilsen said:
I don't run dungeon crawls and when the PCs in my game have a combat encounter, it's usually the only one in the game day. Much more rarely, they have two, and perhaps once every dozen sessions there are three or more.

This mostly sums up my group. We don't have combat very often, and when we do it's usually a huge, epic thing that soaks up most of our resources (if not leaving us almost dead), so we'll usually rest right afterwards. Aside from that, we just rest whenever the DM says it's night-time.

Peace & Luv, Liz
 

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My old group knew that resting in a dungeon was usually not a smart idea. Unless they had avoided doing anything to announce their presence, they tended to find that things got a little tougher after a rest and the dungeon's inhabitants had prepared for them. Their first lesson was a time when they holed themselves up in a room for the night, barred the door, etc. In the morning they opened the door and the first person to step through got hit with a nasty trap that had been laid during the night, and then they found that rooms that had been "cleared" the day before now held creatures waiting in ambush.
 

kolikeos said:
The players in my game are the opposite of yours. They'll rest after every single encounter if given the chance, even if they they used only a small part of their resources and even if it has been only a few minutes in game after their last rest.
This is more or less what I expected would happen... Obviously my players have surprised me (yet again).

I should point out that my group, because they have a tendency to rush off to the next fight, often fighting six or more encounters without taking a break. For example, if they assault the headquarters of a thieves guild and find information linking them to a local noble, they'll usually want to attack the noble's estate as fast as they can get there, even if they really could have rested, scouted out the area, etc. with no problems.
 

My players will rest all too often. Spells like Rope Trick and Mord's Mansion really irritate me for their ability to put my dungeons on 'pause' while they sit back and play cards to pass the time while they wait for spell power to return.
 

kaomera said:
They show a definite preference to rest at the end and/or beginning of sessions, and obviously if there's a significant break between encounters they will hunker down. But if there's another fight to be had within easy reach their usual MO is to kick down the door first and check their hit point totals later...

Good for them. :) My players do much the same.
 

I use small dungeons of 2-3 encounters. My players go through those without resting. The only time they had an early rest was when they had a couple encounters in the morning just inside the Mournlands border, then retreated to rest and heal the whole day. I thought that was pretty sensible. The Mournlands is extremely deadly and my group don't know the Rope Trick trick.
 

Jack99 said:
Are they playing a videogame or DnD?
I would've thought constant action with no resting is more video gamey. Then again D&D has always closely resembled certain video games - crpgs - as they took much of their inspiration from rpgs.
 

Ah, the follies of youth! Back in Ye Olden Days, when life was a perpetual dungeon crawl, we tracked time not at all, calling a break every time the spellcasters got tapped out. Divine casters were praying and arcane casters were memorizing a lot more often than once per day! The thieves (we called ourselves thieves in those days and were proud of it) and fighters would heal to the max possible and would stand guard, cook, scout, experiment with magic items, divide up treasure, and otherwise put the time to good use.

Nowadays this varies quite a bit depending on the in-game pressure. After every combat (defined as enemy contained or party in a controlled position), there's a quick party assessment of hit points. Since we sometimes get macho PCs who want to tough out their damage, it's the healer's player's responsibility to specifically ask every PC and ally for a numerical rating (we like spells like Status that enable the healer to know who's hurting whether they'll admit it or not). Then there's a quick tactics discussion on the next move, which is entirely situational. Once you've infiltrated the headquarters of the bandits, you don't stop till the bandits are rendered a nonthreat, so resting consists of passing around water, trail mix, healing, magic items, and buffs. When exploring a complex of unknown total threat level or conducting long-term hostilities against an intractable foe, finding or retreating to a controllable location in order to rest, eat, etc., is undertaken when the tactical situation calls for it.

When there's a halfing in the party, lunch stops are maintained fanatically. We assume halflings to be hypoglycemic, and missing a meal could be disastrous!

Never, ever do we have characters who are so narrowly defined that they are "useless" once their class resources are exhausted. If the wizard runs out of spells and items, he has a distance weapon, and if melee is the only combat possible, he can act as flanker for the rogue or as triage medic or do something ingenious with his familiar. Recently, when the party (2 wizards, 1 cleric, 1 druid, 1 monk) was involved in ship-to-ship combat with a ship full of casters; my monk spent the entire combat saving the lives of stunned sailors dropped into the drink.

The DM for this campaign tends to give us extended periods of downtime followed by periods of intense crisis activity during which the wizards level up faster than they can scribe spells, so we snatch rest when we can by any means necessary. I'm presently trying to convince him that if we cast rope trick, tie the rope around my monk's waist in place of her belt of giant strength, and then cast windwalk on her, the wizards will be able to sit in the extradimensional space all day scribing spells and making magic items as we race to beat the vampires to the magic spring. (Wizard balloon!)

In the game I run, the arcane caster is a bard and the divine caster can only pray for spells once per day, so things have to go very badly indeed for rests to be based on anything apart from the tactical situation and the diurnal cycle.
 


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