SpellObjectEnthusiast
Adventurer
Sometimes being a good gamemaster means being a little antagonistic.How does a DM be more strict about the rate of Long Rests without seeming too controlling or antagonistic towards the players?
Sometimes being a good gamemaster means being a little antagonistic.How does a DM be more strict about the rate of Long Rests without seeming too controlling or antagonistic towards the players?
I think being able to explain it as 20 rounds of combat before long rest removes more of the ambiguity around what constitutes an adventuring day. That may be too gamified for players who want a more narrative reason for when they can rest and when they can’t, but it does make the expectation clearer, and shows it’s neither based on the DM’s interpretation of an adventuring day nor is it something the players can manipulate.Lots of food for thought here. But one question that I have:
How does a DM be more strict about the rate of Long Rests without seeming too controlling or antagonistic towards the players?
I can tell you that players are always disappointed at best, frustrated at worst, the few times that I've explained to them that "it's too dangerous to take a long rest here; you can make camp, but you won't get the benefits of a Long Rest right now".
EDIT: I've tried to explain in a "metagame" way to the players during session zero that long rests will not be possible inside of a "dungeon environment". But that's never been well received, or they've found work arounds (spells and magic items that let them long rest anywhere that they damn well please).
Hey, my old threadI was thinking about the two short rests between long rests and how that should be handled. For “balanced” days that would be two fights, short rest, two fights, short rest, two fights, long rest. Assuming 3 round fights, that’s 18 rounds. Which is close enough to Mearls’ ~20 rounds.
That sounded really familiar though. Like we’d already had that conversation.
Yep. Here’s an old thread where someone already did this math. Their conclusion? That 18 rounds of combat per long rest is the sweet spot of balance between wizards and fighters.
D&D General Thread 'Wizard vs Fighter - the math'
So, after all the Fighter vs Wizard Discussions, I wanted to see, if it is really true that a Fighter is worse than a wizard.
So I did the math.
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(Blue - the wizard is stronger by at least 20%. Red - the wizard is weaker by at least 20%, yellow is between 10-20 discrepancy, green is under 10%).
I compared the average damage output per Round in Combat for the Fighter and the Wizard for several scenarios.
First I looked at the number of battle rounds a party can have. A battle can take up 1 to 7 rounds and a party could encounter 1 (2x deadly) to 12 (easy) battles per...
- M_Natas
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- Forum: *Dungeons & Dragons
Right. Instead, this is how warning labels on something like steak knives get slapped on informing people that they contain no steak, and trying to eat them is dangerous.If a company makes umbrellas and then finds out people are trying to use them as parachutes when jumping off of houses... the last thing that umbrella company should be doing is wasting their time trying to help those people not break their legs by adjusting how their umbrellas work, LOL!
I don't know, either, but that's more because I don't use official adventures. I end up taking people at their word when they make those sorts of claims.I mean, I am not sure what people are talking about when they say the official Adventures don't follow the DMG model, though...they are full of Dungeona that push a full Adventure Day, usually with a pre-baked reason the PCs can't cheese a fice minute work day. And Im5talking about recent releases, too...
And 20 hours of real time!20 rounds of combat a day means approximately 2 minutes of fighting in-universe time.
I mean, fair enough.I don't know, either, but that's more because I don't use official adventures. I'm end up taking people at their word when they make those sorts of claims.