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lowkey13
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The first is the party that always uses shorts rests. "Kewlies. We just defeated the Dread Kobold and his Rusty Butter Knife of Shallow Cuts with Power Word Kill. Time for a short rest!" Which abuses the system.
The second is that there are games with no short rests. "So, you want to take a short rest eh? {rolls dice} Just as you start to rest, a pack of tarrasques shooting laser beams out of their friggin' eyes attacks you! Muahahahahahaha!" Which, of course, makes classes that are more dependent on short rests for balance (Warlock, Monk) severely underpowered.
CapnZapp said:Point is: if the game offered real limits, the DM wouldn't need to come up with reason after reason AFTER REASON to deny them what the rules give them far too easily.
According to the RAW, characters can have as many short rests as they want in a single day?
What's to stop players from stopping to rest after every single encounter? Sure, the DM can interrupt them once or twice, but too many times and it will quickly look like sour grapes on the part of the DM.
While healing has an upper limit of HD, A warlock can get their spells back after every fight this way.
Anyone experimented with limiting the number of rests to X per day?
Most adventures should have some kind of time limit/ constraint attached.
According to the RAW, characters can have as many short rests as they want in a single day?
What's to stop players from stopping to rest after every single encounter? Sure, the DM can interrupt them once or twice, but too many times and it will quickly look like sour grapes on the part of the DM.
I found when i told them the time limit it lead to them pacing them selves knowing they could make 2/3 rests so they were never really in any danger of failing. I'm a strong advocate in the PC's should win... just don't tell my players that if you catch my drift
...because if the OP already has such characters, they wouldn't be trying to take short rests after every encounter by definition?I find that a condescending reply. Why do you assume the OP doesn't already play such characters?
You should really read what I said again, since I said nothing about the DM being to blame - I said the players are to blame if their characters think taking an hour to do nothing but relax is their go-to and has no downsides to it.Yet again the DM is to blame, never the game...
Yes, the game could try to create some one-size-fits-most solution... but that is a lot more difficult and less likely to succeed than to hope that players (not DMs) will not intentionally do things they personally don't enjoy while playing the game, such as resting often enough to make the game less challenging than they want it to be, or doing things which they don't personally feel "make sense" in the name of "better numbers".Point is: if the game offered real limits, the DM wouldn't need to come up with reason after reason AFTER REASON to deny them what the rules give them far too easily.
If the time limit is obvious as on the bomb goes off at 0 or it'll take the war band 3 days to get to x ill tell them. If its less clear I tell them at session 0 that the world can and will move on without you.Are you saying don't tell them here is a time limit at all? Or don't tell them how long it is?
Definitely. I wonder how many of those DMs you're talking about have preconceived notions of how/if random encounters should be used. I found that when I first encountered these in WotC adventures I was like "Random encounters? Pfffft, that's 1e throwback stuff, I don't need no stinkin' random encounters." But paying attention to how these work in Curse of Strahd, I've come to believe they're more than just a nod to older editions - they're arguably an important way that the rules control your resting. Those 2.5 ish DMG pages are an important and often-overlooked part of 5e's presumed pacing.Whether you hard bake it into the rules (2 short rests) or have a different mechanic shouldn't matter, but it's just as bad for a DM to keep preventing the party from having a short rest (or going into town for one) as it is for a party to abuse short rests.
You haven't ever played in a sandbox campaign? You know, where you just let the players explore the campaign setting and do what they want. There doesn't need to be some monolithic evil poised to destroy the multiverse that only a small group of [currently] level 1 adventurers can hope to foil. Sometimes it's just about going out into the world and finding what's there. Looking for treasure, destroying evil where it lies, and having an adventure. You don't need to have 15+ levels of encounters related to a single goal.