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General Tabletop Discussion
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Just how long is a long rest anyway?
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<blockquote data-quote="Charlaquin" data-source="post: 7944221" data-attributes="member: 6779196"><p>Already there are a few problems with this plan. First of all, you have to <em>finish</em> a long rest to recover their resources, not just start one. So, let’s assume the players start out fresh, they travel to the dungeon, likely using up some amount of consumable resources (rations, torches, and the like) along the way, as well as having a few random encounters. Let’s be conservative and say 3, half of a light adventuring day. They get to the dungeon and set up camp a little ways outside it. Then their plan is to just wait there for 7 hours, walk into the dungeon, do some adventuring, with enough time left to get back out and back to camp to do the last hour? Did I get that right?</p><p> </p><p></p><p>Except you really can’t get much adventuring done in under an hour. The term “5-minute work day” is illustrative hyperbole, making fun of the incentive D&D creates to get into an encounter, go nova, and then immediately take a long rest. But that brushes over the time it takes to, you know, travel from your resting place to the dungeon, actually traverse the space within the dungeon, and do all the things that happen in an adventure that aren’t fighting, like searching rooms, picking locks, disarming traps, identifying items you find, etc. Not to mention the time it takes to get <em>back</em> to your resting place. Unless of course you’re proposing takimg your rest right there in the dungeon? Cause that is an <em>incredibly</em> dangerous plan if so.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7944221, member: 6779196"] Already there are a few problems with this plan. First of all, you have to [I]finish[/I] a long rest to recover their resources, not just start one. So, let’s assume the players start out fresh, they travel to the dungeon, likely using up some amount of consumable resources (rations, torches, and the like) along the way, as well as having a few random encounters. Let’s be conservative and say 3, half of a light adventuring day. They get to the dungeon and set up camp a little ways outside it. Then their plan is to just wait there for 7 hours, walk into the dungeon, do some adventuring, with enough time left to get back out and back to camp to do the last hour? Did I get that right? Except you really can’t get much adventuring done in under an hour. The term “5-minute work day” is illustrative hyperbole, making fun of the incentive D&D creates to get into an encounter, go nova, and then immediately take a long rest. But that brushes over the time it takes to, you know, travel from your resting place to the dungeon, actually traverse the space within the dungeon, and do all the things that happen in an adventure that aren’t fighting, like searching rooms, picking locks, disarming traps, identifying items you find, etc. Not to mention the time it takes to get [I]back[/I] to your resting place. Unless of course you’re proposing takimg your rest right there in the dungeon? Cause that is an [I]incredibly[/I] dangerous plan if so. [/QUOTE]
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