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IS the 5 min work day a feature or a bug?
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<blockquote data-quote="DND_Reborn" data-source="post: 8647604" data-attributes="member: 6987520"><p>All of them. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> Just because they players <em>want</em> to rest doesn't mean they should or the story allows it.</p><p></p><p>The PCs learn the cannot afford to expend <em>all</em> their resources (which causes the 5mwd) because they will never know when the next encounter is coming and how bad it will be. Players have to learn to balance between using resources and having enough "left in the tank" in case something comes along <em>BEFORE</em> they can rest. Rest opportunities <em>might</em> come when they want them, but many times when they want to rest--they can't.</p><p></p><p>In the dragon hunting example, the PCs return rested, sure, but now face a greater force than intended and not at their choice of time (being ambushed). Maybe they will learn it would have been better to conserve resources and push on to the dragon instead of falling back? By pulling back, they gave the dragon time to set up the ambush OR allowed it to attack them at their camp. In either case, if the battle goes against the PCs does it have to end in a TPK? Of course not. They might be captured, ransomed, enslaved and have to escape, etc.</p><p></p><p>In the orcs example, having the orcs counter-attack the PCs on the orcs' terms when the PCs are spent and not yet rested teaches the players that, again, it is best not to use everything up and having nothing left to help win when the encounter is <em>unexpected.</em></p><p></p><p>I have no idea how you managed to keep the wizards apart, but I see no reason why the DM couldn't have them organize better against the PCs. Honestly, from what you've described it just sounds like the DM allow the PCs to steamroll the wizards.</p><p></p><p>Anyway, players learn they cannot set the pace of the game to suit themselves in all cases. Sure, there will be times they can rest safely (especially at high levels with spells like Teleport come online), but there should be plenty of times when they <em>can't</em>. If you always allow them to rest on <strong>their schedule</strong>, you are allowing the problem to persist. Resting should come when the narrative of the story allows. Sometimes player choice will drive that, other times it won't.</p><p></p><p>In short, the 5mwd occurs because they players use resources and want to get them back to use them again before the next encounter occurs. When the next encounter occurs before the PCs are rested, they learn not to use all the resources. Now, many times the narrative allows rests between each encounter even, but the point is the <em>players won't know that will be the case or even expect it to be</em> because they learn they simple can't rely on it.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8647604, member: 6987520"] All of them. 🤷♂️ Just because they players [I]want[/I] to rest doesn't mean they should or the story allows it. The PCs learn the cannot afford to expend [I]all[/I] their resources (which causes the 5mwd) because they will never know when the next encounter is coming and how bad it will be. Players have to learn to balance between using resources and having enough "left in the tank" in case something comes along [I]BEFORE[/I] they can rest. Rest opportunities [I]might[/I] come when they want them, but many times when they want to rest--they can't. In the dragon hunting example, the PCs return rested, sure, but now face a greater force than intended and not at their choice of time (being ambushed). Maybe they will learn it would have been better to conserve resources and push on to the dragon instead of falling back? By pulling back, they gave the dragon time to set up the ambush OR allowed it to attack them at their camp. In either case, if the battle goes against the PCs does it have to end in a TPK? Of course not. They might be captured, ransomed, enslaved and have to escape, etc. In the orcs example, having the orcs counter-attack the PCs on the orcs' terms when the PCs are spent and not yet rested teaches the players that, again, it is best not to use everything up and having nothing left to help win when the encounter is [I]unexpected.[/I] I have no idea how you managed to keep the wizards apart, but I see no reason why the DM couldn't have them organize better against the PCs. Honestly, from what you've described it just sounds like the DM allow the PCs to steamroll the wizards. Anyway, players learn they cannot set the pace of the game to suit themselves in all cases. Sure, there will be times they can rest safely (especially at high levels with spells like Teleport come online), but there should be plenty of times when they [I]can't[/I]. If you always allow them to rest on [B]their schedule[/B], you are allowing the problem to persist. Resting should come when the narrative of the story allows. Sometimes player choice will drive that, other times it won't. In short, the 5mwd occurs because they players use resources and want to get them back to use them again before the next encounter occurs. When the next encounter occurs before the PCs are rested, they learn not to use all the resources. Now, many times the narrative allows rests between each encounter even, but the point is the [I]players won't know that will be the case or even expect it to be[/I] because they learn they simple can't rely on it. [/QUOTE]
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