Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Long Rest House Rule to adjust to "frequently resting" campaigns
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jodyjohnson" data-source="post: 7244786" data-attributes="member: 5590"><p>I don't think changing the Rest mechanics will actually change this behavior as already stated elsewhere.</p><p></p><p>My options:</p><p>1. Talk to the group and tell them I'm not interested in this kind of play. Most likely the group believes this is required for them to play 'smart'. My personal preference is for 'interesting' play.</p><p></p><p>2. Worst case scenario, we play the rests out in some proportion of real time: when they say 'long rest' I determine whether there will be an interruption otherwise we're potentially done for the day (DM discretion). For 'short rests' probably just do 5-60 minute breaks until they get the point.</p><p></p><p>3. We do random encounters with no XP rewards. This effectively has the same effect as the above but may be less boring. An interrupted short or long rest may eat up 20-60 minutes of play-time with no plot or adventure progression.</p><p></p><p>4. If the group is just trying to avoid challenge, I simplify things to give them what they want. I don't worry about challenging the party. We play and they do whatever they want and rest whenever and we just grind through encounters without feeling like I need to challenge the group or I may just go all the way and we just hand-wave combat and focus on interaction and exploration. As combat is the typical source of 'interesting', this probably means the campaign ends after a couple sessions and I find different players unless they keep the game satisfying with interaction and exploration.</p><p></p><p>5. The last option is to give in and require this behavior. Every fight is can use a full day's resources and there is a long rest between every encounter. We have set-piece encounters that basically are the entire chapter/session with maybe some interaction and exploration which don't use resources. For most published adventures I usually pull the entire zone into a single fight. This is the standard procedure for 2-2.5 hours games down at the store. Probably double the 'short rest' powers for certain classes to bring them some parity. (Continually interrupting 'short rests' results in the same thing).</p><p></p><p>6. Something else. It really depends on what the group wants out of play and how far I'm willing to bend to accommodate them.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 7244786, member: 5590"] I don't think changing the Rest mechanics will actually change this behavior as already stated elsewhere. My options: 1. Talk to the group and tell them I'm not interested in this kind of play. Most likely the group believes this is required for them to play 'smart'. My personal preference is for 'interesting' play. 2. Worst case scenario, we play the rests out in some proportion of real time: when they say 'long rest' I determine whether there will be an interruption otherwise we're potentially done for the day (DM discretion). For 'short rests' probably just do 5-60 minute breaks until they get the point. 3. We do random encounters with no XP rewards. This effectively has the same effect as the above but may be less boring. An interrupted short or long rest may eat up 20-60 minutes of play-time with no plot or adventure progression. 4. If the group is just trying to avoid challenge, I simplify things to give them what they want. I don't worry about challenging the party. We play and they do whatever they want and rest whenever and we just grind through encounters without feeling like I need to challenge the group or I may just go all the way and we just hand-wave combat and focus on interaction and exploration. As combat is the typical source of 'interesting', this probably means the campaign ends after a couple sessions and I find different players unless they keep the game satisfying with interaction and exploration. 5. The last option is to give in and require this behavior. Every fight is can use a full day's resources and there is a long rest between every encounter. We have set-piece encounters that basically are the entire chapter/session with maybe some interaction and exploration which don't use resources. For most published adventures I usually pull the entire zone into a single fight. This is the standard procedure for 2-2.5 hours games down at the store. Probably double the 'short rest' powers for certain classes to bring them some parity. (Continually interrupting 'short rests' results in the same thing). 6. Something else. It really depends on what the group wants out of play and how far I'm willing to bend to accommodate them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Long Rest House Rule to adjust to "frequently resting" campaigns
Top