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<blockquote data-quote="Charles Rampant" data-source="post: 6902633" data-attributes="member: 32659"><p>I'm using this exact system for an upcoming campaign set in Waterdeep. Urban, investigative adventures? Overnight short rests, 1 week long. Trips into Undermountain? 5 min short rests, 1 hour long. Adventures out into the Dessarin Valley or Savage North? 1 hour short rests, overnight long rests. All of these have their place, and, as you say, once you've crossed the rubicon of breaking the 'verisimilitude' element of rests being attached to a fixed time interval, it makes far more sense to pick and choose the most appropriate one for each environment. </p><p></p><p>Ultimately, short/long rests function to give shape to the 'drain party resources' element of combat. The link between time and resting obscures that basic fact, and gives rise to issues like: </p><p>* "how do I have 6-8 encounters in a single day when my players don't want to?"</p><p>* "the party spent 24 1/2 hours in the dungeon, only 1/2 of which was actually dungeoneering"</p><p>* "How do I accommodate the desire to not TPK the party who need a long rest, but also justify why the bad guys don't just bumrush them for spending 8 hours napping after two and a half minutes of fighting?" </p><p></p><p>The last one, in particular, drove me nuts in <em>Princes</em>.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6902633, member: 32659"] I'm using this exact system for an upcoming campaign set in Waterdeep. Urban, investigative adventures? Overnight short rests, 1 week long. Trips into Undermountain? 5 min short rests, 1 hour long. Adventures out into the Dessarin Valley or Savage North? 1 hour short rests, overnight long rests. All of these have their place, and, as you say, once you've crossed the rubicon of breaking the 'verisimilitude' element of rests being attached to a fixed time interval, it makes far more sense to pick and choose the most appropriate one for each environment. Ultimately, short/long rests function to give shape to the 'drain party resources' element of combat. The link between time and resting obscures that basic fact, and gives rise to issues like: * "how do I have 6-8 encounters in a single day when my players don't want to?" * "the party spent 24 1/2 hours in the dungeon, only 1/2 of which was actually dungeoneering" * "How do I accommodate the desire to not TPK the party who need a long rest, but also justify why the bad guys don't just bumrush them for spending 8 hours napping after two and a half minutes of fighting?" The last one, in particular, drove me nuts in [i]Princes[/i]. [/QUOTE]
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