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If party short rests in a dungeon room
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<blockquote data-quote="Rhenny" data-source="post: 6388386" data-attributes="member: 18333"><p>First I decide if there would even be a chance that a wandering monster might happen upon the party. This depends on how much noise they made, how active the monsters are, how many monsters there are in the area. Of coure, if other monsters know that the party is in their territory, the chances go up a lot.</p><p></p><p>Then, if I can't say for sure..yes or no, I roll random encounter possibility.</p><p></p><p>So far, I love how 1 hour short rests have worked in my games. Psychologically, my players avoid taking them until they really fear they need them and they feel as if they have found a pretty secure and defensible position.</p><p></p><p>Just rolling the die when they decide to rest is enough to make them fear. Short rest management is an incredible DM tool to pace the game and adjust to difficult encounters on the fly.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6388386, member: 18333"] First I decide if there would even be a chance that a wandering monster might happen upon the party. This depends on how much noise they made, how active the monsters are, how many monsters there are in the area. Of coure, if other monsters know that the party is in their territory, the chances go up a lot. Then, if I can't say for sure..yes or no, I roll random encounter possibility. So far, I love how 1 hour short rests have worked in my games. Psychologically, my players avoid taking them until they really fear they need them and they feel as if they have found a pretty secure and defensible position. Just rolling the die when they decide to rest is enough to make them fear. Short rest management is an incredible DM tool to pace the game and adjust to difficult encounters on the fly. [/QUOTE]
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If party short rests in a dungeon room
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