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<blockquote data-quote="I'm A Banana" data-source="post: 6687105" data-attributes="member: 2067"><p>One hour short rests make it a hard decision. It doesn't always trigger something in the system (though I know LMoP at least has a random encounter mechanism, and the DMG talks at <strong>significant</strong> length about how you might want to use random encounters), but it does give the DM a chance to have the enemies react to the actions of the party or to change the conditions in the world. This makes the one hour rest better than the 5-minute rest from 4e or the "as long as it takes to poke someone with a want of <em>Cure Light Wounds</em> about 20 times" from 3e. </p><p></p><p>That there is no automatic system is in the 5e spirit of big tent modularity - the game allows for random encounters, but doesn't force any particular mechanic, leaving it up to the DM. This way, you can get a diversity of approaches. If you WANT resting to be a hard decision, you introduce things to make it so, and if you don't, you don't need to. Not every rest needs to be a hard decision! </p><p></p><p></p><p></p><p></p><p>An emphasis on adventuring days rather than individual encounters. Each encounter in 5e is one part of a larger whole, and can be difficult or easy depending on many wildly variable circumstances, from ambushes to clever spell use to a net and an Action Surge. While you can cram a day's worth of XP into one big knock-down, drag-out struggle, you can also break it up and let the size of the encounter flow depending on the story. The big boss LMoP battle in my game, for instance, was two encounters rather than one, thanks to the party taking a daily rest in the middle of a dungeon. </p><p></p><p>Or to put it more broadly: the game is set up so that playing it this way falls within its expectations rather than violating its expectations (as would be the case with 4e hacks that did similar things - like my once-upon-a-campaign house rule of "there are no healing surges, just add the HP those would contain to your max HP")</p><p></p><p></p><p></p><p>The mechanics are light and opt-in, which is probably smart. Though I would enjoy having more, I find the stuff that exists - light and flexible as it is - to be more than enough to be a breath of fresh air after 3e and 4e. </p><p></p><p>....and this is coming from a kid who basically <em>started</em> with 3e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>There's ways to do a "ticking clock" that aren't as kludgey, but 5e needn't rely on a ticking clock. A DM simply asking the question of "what happens during this next hour?" can be enough to make players wonder if they <em>really</em> want to give the DM a chance to ask that question.</p><p></p><p>As an aside, I find that this helps reduce the metagaming, as well. The question of "does my fat lazy halfling want to hang out in this dungeon for an hour not knowing what's behind that door to the north" is a question I've seen from players in 5e that I'd rarely see in 4e or 3e, where a few minutes and a few wand-waggles means that whatever is behind that door to the north isn't any more likely to come out than they were 5 minutes ago. </p><p></p><p></p><p></p><p>Meta as hell, though. Not personally up my stream, and not up 5e's general "make sense in the world" stream, either.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6687105, member: 2067"] One hour short rests make it a hard decision. It doesn't always trigger something in the system (though I know LMoP at least has a random encounter mechanism, and the DMG talks at [B]significant[/B] length about how you might want to use random encounters), but it does give the DM a chance to have the enemies react to the actions of the party or to change the conditions in the world. This makes the one hour rest better than the 5-minute rest from 4e or the "as long as it takes to poke someone with a want of [I]Cure Light Wounds[/I] about 20 times" from 3e. That there is no automatic system is in the 5e spirit of big tent modularity - the game allows for random encounters, but doesn't force any particular mechanic, leaving it up to the DM. This way, you can get a diversity of approaches. If you WANT resting to be a hard decision, you introduce things to make it so, and if you don't, you don't need to. Not every rest needs to be a hard decision! An emphasis on adventuring days rather than individual encounters. Each encounter in 5e is one part of a larger whole, and can be difficult or easy depending on many wildly variable circumstances, from ambushes to clever spell use to a net and an Action Surge. While you can cram a day's worth of XP into one big knock-down, drag-out struggle, you can also break it up and let the size of the encounter flow depending on the story. The big boss LMoP battle in my game, for instance, was two encounters rather than one, thanks to the party taking a daily rest in the middle of a dungeon. Or to put it more broadly: the game is set up so that playing it this way falls within its expectations rather than violating its expectations (as would be the case with 4e hacks that did similar things - like my once-upon-a-campaign house rule of "there are no healing surges, just add the HP those would contain to your max HP") The mechanics are light and opt-in, which is probably smart. Though I would enjoy having more, I find the stuff that exists - light and flexible as it is - to be more than enough to be a breath of fresh air after 3e and 4e. ....and this is coming from a kid who basically [I]started[/I] with 3e. :) There's ways to do a "ticking clock" that aren't as kludgey, but 5e needn't rely on a ticking clock. A DM simply asking the question of "what happens during this next hour?" can be enough to make players wonder if they [I]really[/I] want to give the DM a chance to ask that question. As an aside, I find that this helps reduce the metagaming, as well. The question of "does my fat lazy halfling want to hang out in this dungeon for an hour not knowing what's behind that door to the north" is a question I've seen from players in 5e that I'd rarely see in 4e or 3e, where a few minutes and a few wand-waggles means that whatever is behind that door to the north isn't any more likely to come out than they were 5 minutes ago. Meta as hell, though. Not personally up my stream, and not up 5e's general "make sense in the world" stream, either. [/QUOTE]
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