Tony Vargas
Legend
I want to say 'all,' but I guess the odd thorp or hamlet might count, so I'll go with 'most.'Right, so then you agree this has worldbuilding implications. How many villages in modules have you seen with palisade walls? How many towns with stone walls?
I think the point, there, is that you simply don't have adventuring days in more sedate areas. Well, not unless something is specifically targeting the adventurers, and targeting them with a wave of 6-8 would-be assassins rather than all of them just ambushing the party at once...So, then, you're backing off of the 3 deadly encounter units of monsters as a mechanical solution to the resting issue because it affects world building? Interesting point, I'll have to give it some thought.

The game is complete in it's 'default' state, it's just not balanced in that state, but balances casters, particularly the classic Wizard, as well as the other two prepped casters (not coincidentally, the Tier 1 classes of 3.x).sigh...Once again - the problem is that the OFFICIAL MATERIALS don't offer solutions!!! OF COURSE we can all just make up whatever solutions we want - I call that "Big/Empowered DM waving his magic wand" - that is NOT a satisfactory way to resolve the problem for many Gamists/Big Challenge guys like myself. We have a disdain for having to change official stuff and feel it should come with the basics at least complete - capesh?????
(I'm considering the default to be PH with Feats & MCing turned off, no DMG options turned on, and being run about like D&D games always have been - with single encounter days being not uncommon, hour-long rests in the middle of more intense adventuring days being oddities, and days with more than one encounter closer to 2-5 than 6-8, with 8+ being very unusual, indeed.)
The above cynicism aside, I want to highlight two posts that recently offered remotely practicable mechanical solutions:
The seed of a practical class-redesign. I'd been considering re-desiging classes to be more robust to a varied adventuring day off the table. Now I'm not so sure.I think with a 1-2 encounter day all PC's have to have their total daily allotment of powers and be allowed to spend hit dice as a reaction or maybe a bonus action. I think that might work but you'd still have to be careful with the number of enemies that make up the encounter.
A neat synthesis of player-entitlement and DM-empowerment considerations in resolving the issue. The idea of "recoveries" as a level-based player resource retains player agency in managing those resources, while giving the DM latitude to rule whether they can be spent on a case-by-case basis.Recoveries Per Level
Characters gain a new resource—minor and major “recoveries”. All features that refresh with a short-rest are instead refreshed by spending a minor recovery. All features refreshed with a long-rest are instead refreshed by spending a major recovery. To spend a recovery, a character must do the things described on PHB page 186 for a short (minor) or long (major) rest. If the rest is interrupted, the recovery fails and is not expended i.e. it can be reattempted later. All expended recoveries are replenished each time a character levels up. At 1st level, a character gains two minor and one major recovery to spend. At 5th level, a character gains an additional recovery of each type to spend.
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