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General Tabletop Discussion
*Dungeons & Dragons
Long Rests in Dangerous Places -- What if NOPE?
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<blockquote data-quote="Lancelot" data-source="post: 7608016" data-attributes="member: 30022"><p>I'll add my vote to: "This is how I run it in my games too".</p><p></p><p>In a "dungeon" adventure, the party usually needs to either clear an entire "level" (whatever that means) or retreat completely from the dungeon to rest in a "town" and come back later. By then, the remaining monsters have reinforced, set up traps, and made the challenge just as difficult as it was the first time around. Maybe more so.</p><p></p><p>In a "wilderness" adventure, the party can only ever take a long rest in a secure settlement. They can set up camp as many times as they want crossing the great desert, but they cannot get a long rest until they make it to the abbey on the far side. This is true even on shipboard adventures. They can take a long rest in a port, but not on their own ship.</p><p></p><p>My players understand that this is to create tension, allow for balance, and craft a heroic story. I don't need to justify it to them in terms of what's more restful: sleeping in a camp, or an inn bed, or in a <em>leomund's tiny hut</em>. They simply know that this is how the game will be played at my table, and that's it.</p><p></p><p>They also know that they're only going to get a limited number of short rests per session. If they try to take a short rest after every encounter, they know that I'll start to interrupt their rests with any nearby monster - who will come out and proactively try to take down the party, rather than wait passively in their "rooms" for the party to show up.</p><p></p><p>This forces my group to be very careful about how they expend resources. It also means that most encounters, my group is entering the fight already down on HP and with many encounter-level resources (ki points, bardic inspiration, channel divinity, etc) already expended.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 7608016, member: 30022"] I'll add my vote to: "This is how I run it in my games too". In a "dungeon" adventure, the party usually needs to either clear an entire "level" (whatever that means) or retreat completely from the dungeon to rest in a "town" and come back later. By then, the remaining monsters have reinforced, set up traps, and made the challenge just as difficult as it was the first time around. Maybe more so. In a "wilderness" adventure, the party can only ever take a long rest in a secure settlement. They can set up camp as many times as they want crossing the great desert, but they cannot get a long rest until they make it to the abbey on the far side. This is true even on shipboard adventures. They can take a long rest in a port, but not on their own ship. My players understand that this is to create tension, allow for balance, and craft a heroic story. I don't need to justify it to them in terms of what's more restful: sleeping in a camp, or an inn bed, or in a [I]leomund's tiny hut[/I]. They simply know that this is how the game will be played at my table, and that's it. They also know that they're only going to get a limited number of short rests per session. If they try to take a short rest after every encounter, they know that I'll start to interrupt their rests with any nearby monster - who will come out and proactively try to take down the party, rather than wait passively in their "rooms" for the party to show up. This forces my group to be very careful about how they expend resources. It also means that most encounters, my group is entering the fight already down on HP and with many encounter-level resources (ki points, bardic inspiration, channel divinity, etc) already expended. [/QUOTE]
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