I'm kind of wondering what you're getting at with this? Not saying you're wrong, just don't understand.
It's a classic 1e puzzle, where each PC needs to figure out which tree relates to them, and it provides a bonus for success (and a big one in that era where increasing Ability Scores was not baked into the rules). It's also a lesson in greed. Rather than an arbitrary, "it only works once," it actually has an in-world answer to why everybody can't just eat more fruit.
Are you saying that 5e doesn't do this sort of thing at all?
No it is exactly the point, the only reason that you think that point you quoted is "not the point" is because it causes severe problems with your attempts at dismissal & gm blame. The system itself starts breaking down badly when you start doing the kinds of "the gm can just make it harder" stuff you are suggesting which results in needing to do more & more structural low level system changes to correct the cascading deluge of problems that come up as a result of an overly simplified overly streamlined system designed to mitigate all forms of risk to a thing of near zero concern. That experience point problem you dismiss so quickly is just one of the problems. Pretty quickly you've written a whole new system trying to work around careless design choices that resulted in absurd design goals that left someone thinking healing spirit was a good spell to publish as is.This misses the point. The guidelines are not the system. The guidelines are not rules. They're advice. They are only advice. You are not a new DM, you do not need to follow the advice.I am going from the suggested 6-8 encounter adventuring day guidelines, in which case 6 difficult or deadly encounters would give more XP than the guidelines suggest.
Seriously, my point is not a point that can be countered by "but the guidelines", because my point includes ignoring the guidelines.
Stop building adventures using the guidelines. Instead build a world where guards are lethal, where there is a chance of a wyvern hunting the woods near the adventure site way before the PCs can handle a wyvern, and use the lingering injuries and slower healing from the DMG. Next, let the players know what kind of game they're in for, and play. Last, enjoy how the gameplay changes to something more old school, because the idea of getting in literally any fight is scary.
4e. Barring the dice just absolutely going weird (every enemy critting while PCs roll garbage, round after round), a 4e encounter is as deadly as the DM makes it. The system for building NPCs and encounters is both robust and transparent, the levels are accurate, and the toolset is incredible in both depth and efficacy. And that's true for combat encounters, traps, hazards, and overland travel.
5e is better in some ways, with more optional rules to change how easily PCs recover, whether lingering injuries are a possibility, etc, but 4e still wins out simply for the fact that the DM can accurately predict what a given encounter will do to the party, while the PCs have no idea before an encounter begins how rough it will be.
I'm still shocked on this "long rest outside of town" thing.
Once you leave the town, next "guaranteed" long rest is when you get back. Maybe.
I require a safe settlement in order to take a long rest. Usually this means the base town. But it can also mean a settlement or domain of a friendly faction.I would love to hear how others handle this also. When do you allow for a long rest? Can you get a long rest while camped about a fire in the forest with someone keeping watch? How about in a dungeon while holed up in a room? When DO you allow a long rest?
I require a safe settlement in order to take a long rest. Usually this means the base town. But it can also mean a settlement or domain of a friendly faction.
My general rule of thumb is that if there is a possibility for an wandering encounter to occur or if you are in a dungeon / dangerous environment, then it is impossible to take a long rest.
I would love to hear how others handle this also. When do you allow for a long rest? Can you get a long rest while camped about a fire in the forest with someone keeping watch? How about in a dungeon while holed up in a room? When DO you allow a long rest?
I require a safe settlement in order to take a long rest. Usually this means the base town. But it can also mean a settlement or domain of a friendly faction.
My general rule of thumb is that if there is a possibility for an wandering encounter to occur or if you are in a dungeon / dangerous environment, then it is impossible to take a long rest.
LEOMUND!!!!!!!!!!We allow a long rest as long as the criteria is met:
- you sleep for at least 6 hours
- up to 2 hours of light activity
- no more than 1 hour of strenuous activity
Nothing says anything about being in a place of safety or anything else. We had our group throw up a wall of force to keep some lizardfolk at bay while we cast leomund's tiny hut and took refuge inside for 8 hours to rest. They had no shaman or caster to bring it down. After the rest were had all our resources back and finished them off. Unfortunately for them, the hut blocked their only way out, so the lizardfolk were trapped in the mean time.
Nothing. As you say, unless the DM acts to stop it (it does have a 10 minute casting time after all). It is just another representation of how 5E was made easier by design. Leomund's Tiny Hut was not nearly as powerful in AD&D.So what is to stop the player's abusing it by simply casting Leomund's Tiny Hut every night? Sure as a DM you can purposely foil their plans but that is also a dangerous road. Sure a group of intelligent casters might take down their hut but that shouldn't be happening often under normal circumstances. That means 9 times out of 10 there is no longer ANY risk for the players to rest. Pop up a hut every night, forget about keeping watch and just sleep away.