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Community
General Tabletop Discussion
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Pacing, Rests, and Scale
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<blockquote data-quote="abirdcall" data-source="post: 6724247" data-attributes="member: 6748898"><p>Gods give out spells when the character is ready to receive them. </p><p></p><p>It's the same thing that happen in action and fantasy movies. Either all travel is skipped and we next see the protagonists resting somewhere or ready to do battle or whatever, or we see them on the run. The division is in how they feel about it. </p><p></p><p>Basically, if you are going to have 1 encounter per long rest, you might as well just skip the whole thing and go straight to the dungeon.</p><p></p><p></p><p></p><p></p><p>That is the idea, to use it as a narrative device, because that is what it is. Getting completely better every time you go to sleep doesn't make sense. It can make sense storywise though. It signifies a threat overcome. What hurt them no longer has an effect.</p><p></p><p>I am not sure it would be fun for my group to disrupt resting. Interrupt it, yes, but, to say, no you weren't able to rest now you need to start over until I am satisfied they have had enough encounters.</p><p></p><p>The goal, really, is to match the scale that they are in.</p><p></p><p>Let's say they are on an 8 day journey. Do you have 8 long rests and 20-25 encounters? That makes for not only a tedious slog, but also a very dangerous trip. Who makes these trips? Why don't people stay in their homes? Also, why go to a scale that skips time if you're not going to let any time get skipped anyway.</p><p></p><p>Instead you could have 2 long rests and 8-10 encounters.</p><p></p><p></p><p></p><p></p><p></p><p>I think the concern I have here is having some characters get a long rest while others don't. It won't be very fun for those players.</p><p></p><p></p><p></p><p></p><p></p><p>Sounds like a lot of people are doing something similar and it is working out. That is good to know.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 6724247, member: 6748898"] Gods give out spells when the character is ready to receive them. It's the same thing that happen in action and fantasy movies. Either all travel is skipped and we next see the protagonists resting somewhere or ready to do battle or whatever, or we see them on the run. The division is in how they feel about it. Basically, if you are going to have 1 encounter per long rest, you might as well just skip the whole thing and go straight to the dungeon. That is the idea, to use it as a narrative device, because that is what it is. Getting completely better every time you go to sleep doesn't make sense. It can make sense storywise though. It signifies a threat overcome. What hurt them no longer has an effect. I am not sure it would be fun for my group to disrupt resting. Interrupt it, yes, but, to say, no you weren't able to rest now you need to start over until I am satisfied they have had enough encounters. The goal, really, is to match the scale that they are in. Let's say they are on an 8 day journey. Do you have 8 long rests and 20-25 encounters? That makes for not only a tedious slog, but also a very dangerous trip. Who makes these trips? Why don't people stay in their homes? Also, why go to a scale that skips time if you're not going to let any time get skipped anyway. Instead you could have 2 long rests and 8-10 encounters. I think the concern I have here is having some characters get a long rest while others don't. It won't be very fun for those players. Sounds like a lot of people are doing something similar and it is working out. That is good to know. [/QUOTE]
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