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General Tabletop Discussion
*Pathfinder & Starfinder
Reasoning behind Extended Rests?
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<blockquote data-quote="Lakoda" data-source="post: 4575496" data-attributes="member: 76039"><p>It seems to me that a big part of this discussion has been around the fact that a dungeon crawl will still only take an hour or two. A small portion of the day with the majority is still left. This is problematic, but only if stuck thinking about D&D as was done in previous editions (all not just 3rd).</p><p></p><p>Taking a cue from James Wyatt's Dungeoncraft column, we must start formulating encounters that use more then just 1 room. The dungeon crawls of old were walk down the hall, open a door, kill creature behind door, loot said creature, rest in room, repeat. Try something like, walk down hall, open door, alarm sounds, barricade in room, defeat minions in room while leader is trying to break door down. A quick (and poor) example just "cleared" two of the dugeons rooms. Not every living quarter has to have an enoughter, in fact they shouldn't. They should probably be grouped together in an encounter. We have all this utility now to control the field of battle, 3e DM'ing doesn't let you use it. lets run around between rooms and close and open doors - a fight in one room WILL be heard in the next one, even with thick stone walls.</p><p></p><p>Building on this, you do not need to stay within the dungeon once you have descended. I think Wyatt did this in Dungeoncraft as well. Why not go in clear a level or area and get something or do something and then leave to return later. Either a special path was opened or the defenses weakened (some in game reason) to allow you to return to where you were before or bring the monsters that were deeper in the dungeon up to the first area (making the second area clear).</p><p></p><p>The reason I go into this is because you can not fight for a solid 18 hours and then rest of 6. Hell you can't even fight for 8 hours spread out over an entire day and expect 6 hours of rest and relaxation to make you funcitonal the next day. If you are in a dungeon crawl and want to fight like that (with or without penalties for being "able" to go beyond the "norm") maybe you shouldn't be playing D&D (at least not RAR). Maybe something with some supernatural super players ... a variant set of classes/races would allow the munchin style of play to keep going.</p><p></p><p>We all have those urges. About once a month or so we'll have a super dungeon crawl weekend with no real plot to speak of and face monsters after monsters. After 4 or so encounters we get a free rest and keep going.</p><p></p><p>To sum up, a true adventuring day does not (1) include just combat and (2) must be broken up or have some sort of activity to do after combat. If you are not planning like this as a DM you need to start. As was said before, if you want a non-munchkin style game you cannot have infinite resources therefore the 15-minuite day will always be a possibility - but only for the DM impared.</p></blockquote><p></p>
[QUOTE="Lakoda, post: 4575496, member: 76039"] It seems to me that a big part of this discussion has been around the fact that a dungeon crawl will still only take an hour or two. A small portion of the day with the majority is still left. This is problematic, but only if stuck thinking about D&D as was done in previous editions (all not just 3rd). Taking a cue from James Wyatt's Dungeoncraft column, we must start formulating encounters that use more then just 1 room. The dungeon crawls of old were walk down the hall, open a door, kill creature behind door, loot said creature, rest in room, repeat. Try something like, walk down hall, open door, alarm sounds, barricade in room, defeat minions in room while leader is trying to break door down. A quick (and poor) example just "cleared" two of the dugeons rooms. Not every living quarter has to have an enoughter, in fact they shouldn't. They should probably be grouped together in an encounter. We have all this utility now to control the field of battle, 3e DM'ing doesn't let you use it. lets run around between rooms and close and open doors - a fight in one room WILL be heard in the next one, even with thick stone walls. Building on this, you do not need to stay within the dungeon once you have descended. I think Wyatt did this in Dungeoncraft as well. Why not go in clear a level or area and get something or do something and then leave to return later. Either a special path was opened or the defenses weakened (some in game reason) to allow you to return to where you were before or bring the monsters that were deeper in the dungeon up to the first area (making the second area clear). The reason I go into this is because you can not fight for a solid 18 hours and then rest of 6. Hell you can't even fight for 8 hours spread out over an entire day and expect 6 hours of rest and relaxation to make you funcitonal the next day. If you are in a dungeon crawl and want to fight like that (with or without penalties for being "able" to go beyond the "norm") maybe you shouldn't be playing D&D (at least not RAR). Maybe something with some supernatural super players ... a variant set of classes/races would allow the munchin style of play to keep going. We all have those urges. About once a month or so we'll have a super dungeon crawl weekend with no real plot to speak of and face monsters after monsters. After 4 or so encounters we get a free rest and keep going. To sum up, a true adventuring day does not (1) include just combat and (2) must be broken up or have some sort of activity to do after combat. If you are not planning like this as a DM you need to start. As was said before, if you want a non-munchkin style game you cannot have infinite resources therefore the 15-minuite day will always be a possibility - but only for the DM impared. [/QUOTE]
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