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Let's Talk About Chapter 9 of the DMG
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<blockquote data-quote="The Crimson Binome" data-source="post: 7951118" data-attributes="member: 6775031"><p>Basically, any reference to time that <em>isn't</em> already measured in terms of short rests or long rests. If you don't update those values to account for adventure pacing, then you've changed the game, by changing the relevance of those things to the adventure. If you do update those values, then you've also changed the game, by changing their relevance to the rest of the world.</p><p></p><p>As previously mentioned, an adventurer who's only active for three days out of every ten is a distinct thing from one who's active every day. Either you need to change your assumption regarding the number of short rests per long rest, or you need to change the place of adventurers within the world. </p><p></p><p>If adventures take longer to finish (and recover from), then you need to spend more money on lifestyle maintenance. If it takes ten days to complete both the adventure and the long rest recovery, as compared to one day before, then either: 1) adventures need to be ten times as profitable, or 2) lifestyle is going to take a severe drop. You're also going to run through more torches, and other expendables. Magic potions certainly become less useful, when you're unlikely to have more than one encounter in an hour.</p><p></p><p>And that's without getting into spell durations, the sorts of activities which will disrupt a long rest, or the fact that Divine Intervention essentially becomes a long rest ability.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7951118, member: 6775031"] Basically, any reference to time that [I]isn't[/I] already measured in terms of short rests or long rests. If you don't update those values to account for adventure pacing, then you've changed the game, by changing the relevance of those things to the adventure. If you do update those values, then you've also changed the game, by changing their relevance to the rest of the world. As previously mentioned, an adventurer who's only active for three days out of every ten is a distinct thing from one who's active every day. Either you need to change your assumption regarding the number of short rests per long rest, or you need to change the place of adventurers within the world. If adventures take longer to finish (and recover from), then you need to spend more money on lifestyle maintenance. If it takes ten days to complete both the adventure and the long rest recovery, as compared to one day before, then either: 1) adventures need to be ten times as profitable, or 2) lifestyle is going to take a severe drop. You're also going to run through more torches, and other expendables. Magic potions certainly become less useful, when you're unlikely to have more than one encounter in an hour. And that's without getting into spell durations, the sorts of activities which will disrupt a long rest, or the fact that Divine Intervention essentially becomes a long rest ability. [/QUOTE]
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