FrogReaver
The most respectful and polite poster ever
Story driven rest make perfect sense in a role playing game.
In some ways yes. In other ways it actually disallows telling many important stories!
Story driven rest make perfect sense in a role playing game.
It was a non-scripted encounter that only happened due to good roleplay. The way it played out, no one would or could have predicted. Almost every roll went in the party's favor:
1) both he and his retinue were surprised
2) the party's Paladin's alpha strike included 2 crits (the BBEG did make his save vs massive damage)
3) another member of the party critted the BBEG in the 1st non-surprise rd
4) spellcasters incapacitated or killed 2/3 of the retinue by the end of the 1st rd
5) the BBEG's 1st rd action basically fizzled; few of the retinue landed a blow
6) the BBEG was dropped by the 3rd hit of rd2, and the party's druid cast a spell that let the party escape.
I'm not trying to stop them. I'm trying to stick a cost to it. I'm arguing the game needs a mechanical cost to resting. Every existing such mechanical cost is easily circumvented or ignored.
Such as?
What's a mechanical cost that can be added for resting that is NOT either easily circumvented or ignored. But one that also does not punish casual players or poor luck & tactics?
But Capn has repeatedly told us that his players are not casual, nor do they suffer from poor luck, and always use amazing tactics. So I doubt he can relate to your question. So he probably doesn't care if those other types of players get punished by whatever methods he wants brought into the game. It won't negatively impact his table.What's a mechanical cost that can be added for resting that is NOT either easily circumvented or ignored. But one that also does not punish casual players or poor luck & tactics?
Such as?
What's a mechanical cost that can be added for resting that is NOT either easily circumvented or ignored. But one that also does not punish casual players or poor luck & tactics?
You can always ignore the mechanic if it gets in the way of fun. I agree that there should be a legit cost and a defined failure state for adventures.
I believe that Short Rests should be the major resource recuperating rest that all classes enjoy in some way. This enables players to regain their strength and recuperate from a series of bad rolls, but the narrative repercussions of a 1 hour rest are not insignificant, they should increase the difficulties of the next few encounters.
For example, after a a series of battles inside of the cavern, you are too wounded to carry on. You decide to take a rest to patch up your wounds and prepare for what comes next. Roll on the wandering monster table to see if your rest is interrupted. If you encounter an intelligent wandering monster, they will send a scout to inform whoever they can. This will cause your next few battles to be more difficult.
This escalation after recuperation will give players a want to avoid resting unless absolute necessary, as they know the next encounters could be extra difficult.
This combined with a defined failure state for taking a long rest, will ensure that everyone will want to push on to the next safe area that they can rest. However this only works when all classes benefit equally from short rests.
Maybe they will release an Unearthed Arcana with new rules for that?
What if resting costed XP?
Why would I mention that? It's an unrelated topic.Sorry but while this sounds all fine and dandy, you have now completely and conveniently left out the entire 6-8 encounter ballyhoo out of your discussion.
What mechanic would you suggest to solve the problem of a player looking up monster statistics on their iPhone?Comparing this to Facebook - hah! WotC should hire you as a PR agent for why they're supposed to get away with setting up conditions for a balanced game but then not have to burden any of the responsibility for meeting said conditions. (So high points all around. The bit about abuse was entirely poor taste, though.)
The bit where you say "no mechanics are entirely going to stop it" intrigues me however. First off, I never claimed I expected a full 100% fool-proof solution, so this is a poor argument for doing nothing.
Asking for rules is odd when the example you gave requires no new rules. You don't need rules dictating if scouts are dispatched or if they successfully warn other creatures. You don't need rules dictating and mandating how an encounter becomes more difficult if the players rest.For example, after a a series of battles inside of the cavern, you are too wounded to carry on. You decide to take a rest to patch up your wounds and prepare for what comes next. Roll on the wandering monster table to see if your rest is interrupted. If you encounter an intelligent wandering monster, they will send a scout to inform whoever they can. This will cause your next few battles to be more difficult.
This escalation after recuperation will give players a want to avoid resting unless absolute necessary, as they know the next encounters could be extra difficult.
This combined with a defined failure state for taking a long rest, will ensure that everyone will want to push on to the next safe area that they can rest. However this only works when all classes benefit equally from short rests.
Maybe they will release an Unearthed Arcana with new rules for that?
Replying to this again, because it just keeps jumping out at me.I'm not trying to stop them. I'm trying to stick a cost to it. I'm arguing the game needs a mechanical cost to resting. Every existing such mechanical cost is easily circumvented or ignored.
If it has stats, we can kill it.
Also - you're suggesting that the writer of the module didn't expect D&D characters to attempt to kill the bad guy?