Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Potential pitfalls of more Short Rest Recovery
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="NotAYakk" data-source="post: 7868869" data-attributes="member: 72555"><p>I'm tempted by the opposite. Using gritty rests; short rest is overnight, long rest is a week in "safety" -- civilization or similar (long resting while travelling might be possible if you are on a cruise ship or equivalent, but not otherwise).</p><p></p><p>Then bundle encounters into "scenes", with clear story consequences if you skip out half way through a scene. (Ie, suppose you want to fight the Goblin nest. That Goblin nest is a <strong>scene</strong> with multiple encounters. If you retreat from it before finishing, you "lose the scene", because the Goblins flee/reinforce/raid the humans.)</p><p></p><p>Single-encounter scenes can still exist, but by consuming the entire scene budget they are usually going to be reasonably beefy.</p><p></p><p>Scenes are then usually grouped into Chapters, usually with 3 Scenes in them. Similar to Scenes, a Chapter is "failed" (with planned, sensible and logical consequences) if you take a long rest from it. Travel days between Scenes is possible (and some travel days can be uneventful); if you travel for a month and there is one Scene in it, it is mechanically nearly identical to traveling for 2 days with a single Scene. And the time pressure; if a 5 weeks is too long but 4 weeks is just in time, 4 weeks of travel doesn't leave time for a long rest; if the players can shave a week of time off (clever players!) they can get a long rest out of it.</p><p></p><p>An adventure then becomes a sequence of Chapters. Or Chapters can be mini-adventures all their own.</p><p></p><p>Now, Chapters need not be <strong>linear</strong> -- you could have a Chapter that is "goblin infestation". Scene 1 could be "ambushing a caravan", with an initial encounter and a chase-them-down encounter. Which leads to a day travel to the nest (short rest). Scene 2 could be "clearing the nest". From there you find clues where they come from. Scene 3 could be "track down the source" (again, travel, so short rest) (where did they come from? - opening to the underdark, or feywilde, or whatever).</p><p></p><p>That Chapter could be stuck somewhere in the world waiting to be activated. The players don't have to pull the thread, but if they don't the consequences occur (the opening is lost/the portal moves somewhere else/the goblins wipe out a settlement) and the game continues.</p><p></p><p>---</p><p></p><p>The reason why I say "gritty" is that the larger short rests and long rests make it far, far, far easier to justify "if you take a rest the world moves on". An hour break is a really awkward unit of time; it is harder for me to to think of a situation where taking an hour off is reasonable and safe, but taking 8 hours is unthinkable, than a situation where an overnight is reasonable, but a week would be foolish.</p><p></p><p>This does require embracing the "attrition" balancing of 5e. Easy and medium encounters become more common than the 5 minute adventuring day "if this encounter doesn't seem to threaten death, it was wasted" style.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7868869, member: 72555"] I'm tempted by the opposite. Using gritty rests; short rest is overnight, long rest is a week in "safety" -- civilization or similar (long resting while travelling might be possible if you are on a cruise ship or equivalent, but not otherwise). Then bundle encounters into "scenes", with clear story consequences if you skip out half way through a scene. (Ie, suppose you want to fight the Goblin nest. That Goblin nest is a [b]scene[/b] with multiple encounters. If you retreat from it before finishing, you "lose the scene", because the Goblins flee/reinforce/raid the humans.) Single-encounter scenes can still exist, but by consuming the entire scene budget they are usually going to be reasonably beefy. Scenes are then usually grouped into Chapters, usually with 3 Scenes in them. Similar to Scenes, a Chapter is "failed" (with planned, sensible and logical consequences) if you take a long rest from it. Travel days between Scenes is possible (and some travel days can be uneventful); if you travel for a month and there is one Scene in it, it is mechanically nearly identical to traveling for 2 days with a single Scene. And the time pressure; if a 5 weeks is too long but 4 weeks is just in time, 4 weeks of travel doesn't leave time for a long rest; if the players can shave a week of time off (clever players!) they can get a long rest out of it. An adventure then becomes a sequence of Chapters. Or Chapters can be mini-adventures all their own. Now, Chapters need not be [b]linear[/b] -- you could have a Chapter that is "goblin infestation". Scene 1 could be "ambushing a caravan", with an initial encounter and a chase-them-down encounter. Which leads to a day travel to the nest (short rest). Scene 2 could be "clearing the nest". From there you find clues where they come from. Scene 3 could be "track down the source" (again, travel, so short rest) (where did they come from? - opening to the underdark, or feywilde, or whatever). That Chapter could be stuck somewhere in the world waiting to be activated. The players don't have to pull the thread, but if they don't the consequences occur (the opening is lost/the portal moves somewhere else/the goblins wipe out a settlement) and the game continues. --- The reason why I say "gritty" is that the larger short rests and long rests make it far, far, far easier to justify "if you take a rest the world moves on". An hour break is a really awkward unit of time; it is harder for me to to think of a situation where taking an hour off is reasonable and safe, but taking 8 hours is unthinkable, than a situation where an overnight is reasonable, but a week would be foolish. This does require embracing the "attrition" balancing of 5e. Easy and medium encounters become more common than the 5 minute adventuring day "if this encounter doesn't seem to threaten death, it was wasted" style. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Potential pitfalls of more Short Rest Recovery
Top