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Is 5e Heroic, or SUPER-heroic?
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<blockquote data-quote="Flamestrike" data-source="post: 8075559" data-attributes="member: 6788736"><p>You're conflating the point again! <strong>Session length has nothing to do with the adventuring day</strong>. The fact your group chooses to 'auto ping' a long rest at the end of your 4-5 hour sessions has nothing to do with what is going on inside the game world.</p><p></p><p>An adventuring day is 'the arbitrary period of in game time between long rest resource recharges.'</p><p></p><p>Ordinarily this is roughly once every 24 hours or so, after a successful 8 hour rest without combat or strenuous activity, but it could be a lot longer. In games featuring gritty realism rest variant, it could be several <em>weeks </em>of in game time.</p><p></p><p>If you must change the rules and grant rest related resource recharges at the end of sessions (instead of when the PCs rest in the game world for a period of time), and you're only getting 1-3 encounters per session, then why dont you just grant a Short rest recharge after every session, and a long rest recharge every 3 sessions.</p><p></p><p>The fact your group choose to auto grant a long rest after every session instead, has nothing to do with the adventuring day at all.</p><p></p><p></p><p></p><p>No, they dont do anything of the sort. Spells like <em>Magnificent mansion </em>and <em>Tiny Hut</em> and <em>Merge with Stone</em> make long resting <strong>safer </strong>and that's it.</p><p></p><p>They dont affect the game world. The dont reset the doom clock. They dont stop the BBEG from simply abandoning the dungeon and taking the macguffin with him, or completing the ritual to summon the demon (that the players are there to stop) or scrying on the PCs and preparing an ambush, or the monsters calling in re-inforcements or a million other things from happening.</p><p></p><p>I dont know about your games, but my PCs are generally trying to achieve something. Stopping a BBEG from doing something nefarious, recovering or destroying a macguffin, working against a cult up to no good etc. My world is a living and breathing world that doesnt 'pause' simply because the PCs decide to.</p><p></p><p>Long resting in my games generally has negative story, tactical or strategic consequences for the PCs, just as it would have in real life.</p><p></p><p>Special forces soldiers dont assault a compound, blow all thier ammo in a single fire-fight, fall back and sleep the night, then assault the same compound the next day. It would be suicide at best, and any high priority targets (the macguffin they're there to find/ kill/ capture) would be long gone.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8075559, member: 6788736"] You're conflating the point again! [B]Session length has nothing to do with the adventuring day[/B]. The fact your group chooses to 'auto ping' a long rest at the end of your 4-5 hour sessions has nothing to do with what is going on inside the game world. An adventuring day is 'the arbitrary period of in game time between long rest resource recharges.' Ordinarily this is roughly once every 24 hours or so, after a successful 8 hour rest without combat or strenuous activity, but it could be a lot longer. In games featuring gritty realism rest variant, it could be several [I]weeks [/I]of in game time. If you must change the rules and grant rest related resource recharges at the end of sessions (instead of when the PCs rest in the game world for a period of time), and you're only getting 1-3 encounters per session, then why dont you just grant a Short rest recharge after every session, and a long rest recharge every 3 sessions. The fact your group choose to auto grant a long rest after every session instead, has nothing to do with the adventuring day at all. No, they dont do anything of the sort. Spells like [I]Magnificent mansion [/I]and [I]Tiny Hut[/I] and [I]Merge with Stone[/I] make long resting [B]safer [/B]and that's it. They dont affect the game world. The dont reset the doom clock. They dont stop the BBEG from simply abandoning the dungeon and taking the macguffin with him, or completing the ritual to summon the demon (that the players are there to stop) or scrying on the PCs and preparing an ambush, or the monsters calling in re-inforcements or a million other things from happening. I dont know about your games, but my PCs are generally trying to achieve something. Stopping a BBEG from doing something nefarious, recovering or destroying a macguffin, working against a cult up to no good etc. My world is a living and breathing world that doesnt 'pause' simply because the PCs decide to. Long resting in my games generally has negative story, tactical or strategic consequences for the PCs, just as it would have in real life. Special forces soldiers dont assault a compound, blow all thier ammo in a single fire-fight, fall back and sleep the night, then assault the same compound the next day. It would be suicide at best, and any high priority targets (the macguffin they're there to find/ kill/ capture) would be long gone. [/QUOTE]
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