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Community
General Tabletop Discussion
*Dungeons & Dragons
Pacing, Rests, and Scale
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<blockquote data-quote="Creamsteak" data-source="post: 6724437" data-attributes="member: 552"><p>The first thing that comes to mind is to establish what your goal with the pacing and mechanics is. What do you want the game to be good at? What concessions are you willing to make to get there? There are multiple moving parts involved, so you have to choose which toggles and configurations you are willing to change and which you are not.</p><p></p><p>One option is to do nothing. The consequence of this is that any time your adventuring day is too short or too long, things will be too easy or too hard. The one encounter nova adventuring day has been a problem with many other editions of the game. You can choose to just let it happen as it goes. Sometimes it's a reward for player ingenuity (they avoided an encounter, via stealth, subterfuge, diplomacy, etc). Other times it's just a consequence of the way the adventure is structured (long term overland travel).</p><p></p><p>Another option might be to establish up-front that a stressful/comfortable rest is different. Perhaps a long rest during a stressful period only recharges half your resources.</p><p></p><p>There are other levers you can mess with. You can intentionally structure the adventures/encounters in different ways to expend resources. This obviously takes more work. I've actually been working on an adventure (Halloween one-shot) using 5e rules where the players likely won't get a long rest unless they can make it to the half-way mark in the adventure. But that's a situation where I have full control and it's very specifically structured. I've actually divided it up into a relatively strict two-act structure. I've also introduced some alternative resource management as well for that... but I couldn't easily do that over a whole campaign.</p><p></p><p>Yet another alternative would be to go full gamist... and basically reward a rest only once enough encounters are faced. There are ways to maybe make that fit into the game, but many people would balk at that.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 6724437, member: 552"] The first thing that comes to mind is to establish what your goal with the pacing and mechanics is. What do you want the game to be good at? What concessions are you willing to make to get there? There are multiple moving parts involved, so you have to choose which toggles and configurations you are willing to change and which you are not. One option is to do nothing. The consequence of this is that any time your adventuring day is too short or too long, things will be too easy or too hard. The one encounter nova adventuring day has been a problem with many other editions of the game. You can choose to just let it happen as it goes. Sometimes it's a reward for player ingenuity (they avoided an encounter, via stealth, subterfuge, diplomacy, etc). Other times it's just a consequence of the way the adventure is structured (long term overland travel). Another option might be to establish up-front that a stressful/comfortable rest is different. Perhaps a long rest during a stressful period only recharges half your resources. There are other levers you can mess with. You can intentionally structure the adventures/encounters in different ways to expend resources. This obviously takes more work. I've actually been working on an adventure (Halloween one-shot) using 5e rules where the players likely won't get a long rest unless they can make it to the half-way mark in the adventure. But that's a situation where I have full control and it's very specifically structured. I've actually divided it up into a relatively strict two-act structure. I've also introduced some alternative resource management as well for that... but I couldn't easily do that over a whole campaign. Yet another alternative would be to go full gamist... and basically reward a rest only once enough encounters are faced. There are ways to maybe make that fit into the game, but many people would balk at that. [/QUOTE]
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