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General Tabletop Discussion
*Dungeons & Dragons
Limiting Short Rests
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<blockquote data-quote="happyhermit" data-source="post: 6860423" data-attributes="member: 6834463"><p>We have tried the optional resting rules (short rest = 8hrs). The players should ideally know that going in, obviously. It certainly did change the way the game played.</p><p></p><p>On the whole though, too many short rests has not been a problem due to in game factors.</p><p></p><p></p><p></p><p>Not sure if you (and your players) actually consider this a problem. If you do, the optional resting rules are an option to consider. </p><p></p><p>Have you tried imposing some actual in game time limits, as opposed to implied ones? ie; So and so is to be hanged at high noon, or this will happen at the solar eclipse. Have you tried giving real numbers of things happening rather than % chances ie; BBEG "We will sacrifice one virgin ever day ..." or consequences to the party (less resources).</p><p></p><p>Also, are those things imperative to the players/characters in the game, would they rather be doing other things in that world, or doing things a different way. I know that doesn't help much with a strongly narrative game, but maybe the hooks aren't deep enough.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 6860423, member: 6834463"] We have tried the optional resting rules (short rest = 8hrs). The players should ideally know that going in, obviously. It certainly did change the way the game played. On the whole though, too many short rests has not been a problem due to in game factors. Not sure if you (and your players) actually consider this a problem. If you do, the optional resting rules are an option to consider. Have you tried imposing some actual in game time limits, as opposed to implied ones? ie; So and so is to be hanged at high noon, or this will happen at the solar eclipse. Have you tried giving real numbers of things happening rather than % chances ie; BBEG "We will sacrifice one virgin ever day ..." or consequences to the party (less resources). Also, are those things imperative to the players/characters in the game, would they rather be doing other things in that world, or doing things a different way. I know that doesn't help much with a strongly narrative game, but maybe the hooks aren't deep enough. [/QUOTE]
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