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General Tabletop Discussion
*Dungeons & Dragons
Long Rests in Dangerous Places -- What if NOPE?
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<blockquote data-quote="iserith" data-source="post: 7608088" data-attributes="member: 97077"><p>Then you go back to town every time you need a long rest, presuming you can do that in a town. This may increase the amount of time it takes to complete an adventure both in-game and in real time, depending on whether travel back and forth to town is played out. If there is danger on that travel, player may rightly decide to curtail the delve to conserve resources, potentially reducing the amount of ground covered per delve.</p><p></p><p>You may also see a reduction on long-rest dependent classes.</p><p></p><p></p><p></p><p>Hit dice are the limiting factors in the scenario you propose so you should expect to see more resources dumped into healing potions or the like, as you say.</p><p></p><p></p><p></p><p>Exhaustion would probably only come up as a result of losing some kind of exploration challenge or perhaps because the players chose to forced march to get to the dungeon or the town. It's unlikely they do this though if there are no time pressures.</p><p></p><p></p><p></p><p>If you "can't camp" in the dangerous forest, where you imagine "a safe place to camp" would be?</p><p></p><p>Honestly it sounds like you just want more exploration challenges in your D&D experience which is perfectly doable without messing with long rests. The resting issue is resolved with time pressure. For exploration which usually includes logistics, there just has to be meaningful travel pace (tying into time pressures), Activities While Traveling with useful trade-offs between those activities, ration tracking, weather, and random encounters. I would also suggest the variant encumbrance rules which will increase the incentive for pack animals and hirelings.</p></blockquote><p></p>
[QUOTE="iserith, post: 7608088, member: 97077"] Then you go back to town every time you need a long rest, presuming you can do that in a town. This may increase the amount of time it takes to complete an adventure both in-game and in real time, depending on whether travel back and forth to town is played out. If there is danger on that travel, player may rightly decide to curtail the delve to conserve resources, potentially reducing the amount of ground covered per delve. You may also see a reduction on long-rest dependent classes. Hit dice are the limiting factors in the scenario you propose so you should expect to see more resources dumped into healing potions or the like, as you say. Exhaustion would probably only come up as a result of losing some kind of exploration challenge or perhaps because the players chose to forced march to get to the dungeon or the town. It's unlikely they do this though if there are no time pressures. If you "can't camp" in the dangerous forest, where you imagine "a safe place to camp" would be? Honestly it sounds like you just want more exploration challenges in your D&D experience which is perfectly doable without messing with long rests. The resting issue is resolved with time pressure. For exploration which usually includes logistics, there just has to be meaningful travel pace (tying into time pressures), Activities While Traveling with useful trade-offs between those activities, ration tracking, weather, and random encounters. I would also suggest the variant encumbrance rules which will increase the incentive for pack animals and hirelings. [/QUOTE]
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