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My Short Rest DM trick...
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<blockquote data-quote="Lancelot" data-source="post: 7044711" data-attributes="member: 30022"><p>I do a similar thing. My players have an expectation to manage their resources appropriately (i.e. they cannot rely on a short rest after every fight). To paraphrase: if they won't go to the next room, the next room will go to them. Reinforcements will arrive, wandering monsters will show up, some of the enemies will catch wind of intrusion into the "dungeon" and will proactively leave the area (taking their loot with them!)...</p><p></p><p>Most importantly, nearly every session I run has some kind of time limit on it. Either the big boss realizes that adventurers are on their way and brings every remaining enemy to bear in a single fight (i.e. a Deadly+++ conflict that is almost certain to result in a TPK), or he scarpers with his remaining troops - denying the party the XP and rewards. Or the township gets over-run. Or the princess dies at midnight. Or whatever.</p><p></p><p>...</p><p></p><p>Another rule I apply is that Long Rests are only possible in safe, settled locations. This is especially important for wilderness-based modules. Due to the long distances involved in overland travel, I was potentially facing days between each combat encounter. My players grew to expect they could burn every resource in a wilderness encounter, because they could just get them all back over the next day. Now, they're much more frugal - knowing they could spend weeks in the wilderness, and camp down many times, but never receiving the mechanical benefits of a Long Rest until they get to a safe town.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 7044711, member: 30022"] I do a similar thing. My players have an expectation to manage their resources appropriately (i.e. they cannot rely on a short rest after every fight). To paraphrase: if they won't go to the next room, the next room will go to them. Reinforcements will arrive, wandering monsters will show up, some of the enemies will catch wind of intrusion into the "dungeon" and will proactively leave the area (taking their loot with them!)... Most importantly, nearly every session I run has some kind of time limit on it. Either the big boss realizes that adventurers are on their way and brings every remaining enemy to bear in a single fight (i.e. a Deadly+++ conflict that is almost certain to result in a TPK), or he scarpers with his remaining troops - denying the party the XP and rewards. Or the township gets over-run. Or the princess dies at midnight. Or whatever. ... Another rule I apply is that Long Rests are only possible in safe, settled locations. This is especially important for wilderness-based modules. Due to the long distances involved in overland travel, I was potentially facing days between each combat encounter. My players grew to expect they could burn every resource in a wilderness encounter, because they could just get them all back over the next day. Now, they're much more frugal - knowing they could spend weeks in the wilderness, and camp down many times, but never receiving the mechanical benefits of a Long Rest until they get to a safe town. [/QUOTE]
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