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*Dungeons & Dragons
Long Rests in Dangerous Places -- What if NOPE?
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<blockquote data-quote="Oofta" data-source="post: 7608306" data-attributes="member: 6801845"><p>I rarely do dungeon crawls, but if I did and the people left after a fight or two only to come back the next day it would not work out well for the group. The thing is that as a DM I really don't <em>have to </em>play fair. I do, but if I'm up front with the players about what I'm trying to accomplish and why if they don't play along there will be consequences.</p><p></p><p>So when you say</p><p></p><p></p><p>I'd respond that the DM just wasn't trying hard enough. This happens more than once and the bad guys do a raid and gather up villagers as meat shields. They recruit a dragon. The traps aren't an inconvenience, they're a tunnel that completely collapses burying everything. The group comes back and the DM tells them there are so many Pit Fiends (summoner variant of course) that they've decided to use mob rules. The group goes back into town and the monsters follow and burn the town down around them. Or simply make the dungeons more than half a day's travel away from a safe location.</p><p></p><p>It really comes down to what's going to be fun for the entire group. I use the alternate rest rules and a sense of urgency because it works for me. If this is a problem (and it sounds like it is at least for you) then there are a lot of ways of addressing it. Some DMs just make a house rule that you can only get a long rest after a specified number of encounters. </p><p> Talk to the group. Most of the time the majority if not all will simply adjust their play style. </p><p></p><p>As far as the end result, I find it a more balanced and rewarding game. Casters at high level aren't as overpowering, they can still go nova every once in a while when they need to (and I try to throw those encounters in once in a while) but they can't do it on a regular basis. People tend to plan a bit more and weigh the consequences of their actions.</p><p></p><p>I have had players that always wanted to dominate combat, that wanted that ability to go nova every round and play the game on cruise control. I find playing on "Daddy don't hurt me" mode boring, but not everyone plays for the same reasons I do. So my ultimate advice is discuss it with the group. Change the expectations of the game justifying it any way that makes sense and try it. Just don't assume that anyone else has a problem with the 5MWD.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7608306, member: 6801845"] I rarely do dungeon crawls, but if I did and the people left after a fight or two only to come back the next day it would not work out well for the group. The thing is that as a DM I really don't [I]have to [/I]play fair. I do, but if I'm up front with the players about what I'm trying to accomplish and why if they don't play along there will be consequences. So when you say I'd respond that the DM just wasn't trying hard enough. This happens more than once and the bad guys do a raid and gather up villagers as meat shields. They recruit a dragon. The traps aren't an inconvenience, they're a tunnel that completely collapses burying everything. The group comes back and the DM tells them there are so many Pit Fiends (summoner variant of course) that they've decided to use mob rules. The group goes back into town and the monsters follow and burn the town down around them. Or simply make the dungeons more than half a day's travel away from a safe location. It really comes down to what's going to be fun for the entire group. I use the alternate rest rules and a sense of urgency because it works for me. If this is a problem (and it sounds like it is at least for you) then there are a lot of ways of addressing it. Some DMs just make a house rule that you can only get a long rest after a specified number of encounters. Talk to the group. Most of the time the majority if not all will simply adjust their play style. As far as the end result, I find it a more balanced and rewarding game. Casters at high level aren't as overpowering, they can still go nova every once in a while when they need to (and I try to throw those encounters in once in a while) but they can't do it on a regular basis. People tend to plan a bit more and weigh the consequences of their actions. I have had players that always wanted to dominate combat, that wanted that ability to go nova every round and play the game on cruise control. I find playing on "Daddy don't hurt me" mode boring, but not everyone plays for the same reasons I do. So my ultimate advice is discuss it with the group. Change the expectations of the game justifying it any way that makes sense and try it. Just don't assume that anyone else has a problem with the 5MWD. [/QUOTE]
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