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General Tabletop Discussion
*Dungeons & Dragons
Long Rests in Dangerous Places -- What if NOPE?
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<blockquote data-quote="CleverNickName" data-source="post: 7608072" data-attributes="member: 50987"><p>I'm not saying that long rests are a bad thing, or that taking them too often is something that needs to be corrected (personally I think they are, but that's a topic for a different thread.) I'm curious about how the game would change for your table if Long Rests in dangerous areas just wasn't possible for any reason like in an old-school CRPG. It's not about outsmarting or evading the Grue; I'm asking everyone to imagine that the Grue will <strong>always</strong> eat you no matter what you do, even if you're in a Tiny Hut. What then?</p><p></p><p>For me, it's hard to see a downside.</p><p></p><p>Resource management would be a huge problem for my group, since we have become accustomed to the Five-Minute Workday. Most of our gold would get spent on healing potions and scrolls...and honestly? That's probably a good thing, since everyone already complains about how "useless" gold is.</p><p></p><p>And I think exhaustion would become a lot more pervasive for us as well...also a good thing. It's one of the most dangerous things in 5E, but I can't remember the last time any of us even had to track it. At higher levels, teleporting across the forest to avoid a 6-day overland journey might be worth burning the spell slot if it means we won't arrive exhausted and covered in owlbear-bites. </p><p></p><p>Scouting, planning and outfitting for a journey would be a lot more important for us also. If the dungeon is several miles away through a dangerous forest that we can't camp in, scouting for a safe place to camp would become the first order of business...right now, we don't give it any thought at all. Horses would be critical to the success of any overland mission as well, as they should be.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 7608072, member: 50987"] I'm not saying that long rests are a bad thing, or that taking them too often is something that needs to be corrected (personally I think they are, but that's a topic for a different thread.) I'm curious about how the game would change for your table if Long Rests in dangerous areas just wasn't possible for any reason like in an old-school CRPG. It's not about outsmarting or evading the Grue; I'm asking everyone to imagine that the Grue will [B]always[/B] eat you no matter what you do, even if you're in a Tiny Hut. What then? For me, it's hard to see a downside. Resource management would be a huge problem for my group, since we have become accustomed to the Five-Minute Workday. Most of our gold would get spent on healing potions and scrolls...and honestly? That's probably a good thing, since everyone already complains about how "useless" gold is. And I think exhaustion would become a lot more pervasive for us as well...also a good thing. It's one of the most dangerous things in 5E, but I can't remember the last time any of us even had to track it. At higher levels, teleporting across the forest to avoid a 6-day overland journey might be worth burning the spell slot if it means we won't arrive exhausted and covered in owlbear-bites. Scouting, planning and outfitting for a journey would be a lot more important for us also. If the dungeon is several miles away through a dangerous forest that we can't camp in, scouting for a safe place to camp would become the first order of business...right now, we don't give it any thought at all. Horses would be critical to the success of any overland mission as well, as they should be. [/QUOTE]
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