D&D 5E Resting and the frikkin' Elephant in the Room

I haven't followed your sub-thread in detail, but you could be forgetting that there's a crucial difference between THIS edition and those of decades ago.
Given that you haven't been following along much, it might be best not to comment at all, then?

There's a definite need to pace encounters now based on fundamental assumptions of the 5e game that simply did not exist back in OD&D or AD&D.
Weird, I have no problem with pacing encounters. Nor with the fundamental assumptions of the 5e game. But then, 5e is the game for me...

So your implication is at the very least too simplistic.
More uninformed criticism, given you admission to not being all that well versed in what is being discussed, donchathink?
 

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I'm curious to know what fundamental assumptions are present in 5e that did not exist in OD&D and AD&D that make things so very different?
Actually, if your point is that AD&D too could have used better rest enforcement mechanisms, and that is why the editions are more alike, I would not disagree.
 

Naw, sorry, that is yet another shifting position for you:

1) First you mentioned the rules don't address this and when I showed they do you shifted to focusing on adventures.
2) Second I went through an adventure and you said it WAS a pretty good response, BUT that it was just one adventure and not representative of the published adventures in general.
3) Third I went through a second adventure and you have shifted again to saying it's an such an unsatisfactory solution that you "didn't count it".

All this, despite earlier saying (and these are direct quotes):

"This does seem to be a magnitude more involved enforcement than Strahd or Abyss. Thank you." and
"Excellent. Now, what are your thoughts about Tyranny, Abyss, Strahd, Thunder and Yawning? Would you say Princes is typical or atypical?" and
"This is exactly what I want, yes." and
"I started this thread because I haven't come across a 5th edition adventure anywhere near this level of attention poured on the question of rest restriction and ways to meet the 6-8 encounter expectation. So Princes get an OK from you. That's great to hear! Any other WotC 5e modules you'd like to share info on?"

There is no reasonable way to go from telling me things like "THIS IS EXACTLY WHAT I WANT, YES" and "Excellent" and "great to hear!" to "that's just such an unsatisfactory and incomplete and easily circumvented solution I didn't even count it."

That, my friend, is a complete and total shift in your position purely in response to someone actually addressing your point directly. You absolutely "counted" it earlier, and said so, unless you were just blatantly lying earlier when you said it was "EXACTLY" what you wanted and "EXCELLENT". Now it's so far from "exactly" what you wanted that it you "didn't even count it"? BAH LONEY!

So now I am back to asking why? Why would you do something like asking me directly if there were any other WOTC 5e modules that did that and tell me that was an excellent solution and exactly what you were looking for and great to hear, if you actually meant it's so unsatisfactory and incomplete and easily circumvented that you wouldn't even count it? Why would you send me on that kind of wild goose chase if you had no intention of backing up your claimed satisfaction with that solution to begin with?
I'm dismayed to see a third long post of yours where you still don't talk about the issues, instead contesting me, every. Step. Of. The. Way.

And now you're starting to take it waaay too personal, as if I somehow forced you on "wild goose chases".

This ends here Mistwell. I tried a courteous compromise, but now I realize you won't go away with anything else than my complete surrender here. That's preposterous.

You don't get to cherry-pick my arguments, pretend to understand some things but not others, and generally try to overwhelm me with walls of text.

Maybe you mistake me for some newbie poster, but it's time for me to call out your argumentation tactics: you deliberately attack individual phrasings of mine, try to blow up some things, and generally ignore any scrap that you can't twist to your advantage.

I'm genuinely sorry for you, Mistwell, but the time has come for us to part ways.
 

So you guys were able to avoid spoiling your play experience all these years without the rules making you do things a certain way? Or the system hand holding you and/or the DM?

So, yes, you agree with my point, then. Thanks again!
so this was pure sarcasm? (Wasn't exactly clear.)
Remember in the olden days, when wizards had only a couple spells per day? And even though the entire party was fine to continue, once the wizard expended his repertoire, time to camp. Cuz wizard is outta spells. Didn't matter that the rest of the group was good to go.

And yet, I have more. So what? Clearly its important or you wouldn't have bothered to make a point of it. Or is only your "vast" (hint: not really all that vast) experience the only one that has value?

Good for you, fellow old-timer! Why so combative?

It "matters" in the sense that that is what I tell people when they ask- directly or by implication- if I am an experienced gamer. I am asked that in order to discount my experiences, which most often occurs when I state "I have never sees the 15 minute workday in person." As such, I usually just put it out there.


What a specific retort to a specific topic. You get that a lot, do you? How uniquely odd.

It is what it is: a factual response to an often-asked question.
 

I'm curious to know what fundamental assumptions are present in 5e that did not exist in OD&D and AD&D that make things so very different?

1) Everything heals up and everyone is at maximum hit points after a night's rest in 5E.

2) All spell slots are recovered after a nights sleep.

3) There are abilities and resources that refresh on less than a full nights sleep.

These are very vital fundamental assumptions that exist in 5E that did not exist in the earlier editions.
 

Sorry but this only brings the discussion back to square one. There's no spellcaster that can dispel the party teleporting back to town to rest. And yet, that's not the point. The point is for the game not to rely on environment or monster nature for something entirely mechanical: the need to pace encounters.

I don't agree with you at all that pacing is "entirely mechanical". I think of the pacing of the game as being far more of a narrative element. Yes, it has an impact on some game mechanics, but that doesn't mean that it is an entirely mechanical construct. I think it is a narrative element that has an affect on some game mechanics.

Again, it seems awfully hard for y'all to keep published scenarios separate from your own campaigns.

Actually, I had the Redbrands from Lost Mines of Phandelver in mind when I wrote that. They're a gang in the town of Phandalin with whom the PCs will come into conflict. How exactly that conflict takes shape is really up to the DM and how things have gone in the game, and what the players have done. Soooooo....straight out of a published adventure.

Instead of you saying that the modules fail to do what you say they fail to do and asking us for examples and then shooting those examples down, maybe you should provide us with examples from your play of the modules where the mechanics fail you?

I think part of the problem is that you are making a broad assertion about the adventures, and then people are giving specific examples that counter your broad assertion, and then you disregard those examples. So perhaps a better approach would be for you to tell us which adventure you played, and which part was an issue in regards to the rest mechanics and their impact on attrition?

Maybe that would work better.

Assuming we can agree this seldom/never happens in print modules, let's not bring it up.

Besides, it treads too close to story-based restrictions, when I want mechanical restriction options.

I don't agree with that at all. I think the print modules expect different games to play out differently, and for the DMs of those games to have the villains do different things. Not only do I think they expect this, I think this is made patently clear in the adventures. They are full of advice of the "if the players do X, then Y" variety.

In your OP which I was addressing, you simply asked this:
How do you make attrition work in a game where you don't fancy doing all the hard work, and instead rely on official published supplements?

I think I gave some solid answers that really address this issue. None of them are a perfect catchall that will always solve this problem for you....but each used in turn, and alternating among them, will certainly impact your players' views of taking rests. They are not mechanical solutions, that's true...but I didn't realize that was an absolute requirement for you given it's not in your OP at all.


Obviously, I already am aware of lots of solutions.

But where are these solutions in official 5e adventures - that's the curious thing!

People have provided them. The solutions are not mechanical in nature, so you ignore them. Not much else to do about that.

Honestly, I think that if you want a mechanical solution to this problem of yours, then you should come up with one. I think that if it was as widespread as you seem to think, where a majority of games or at least a significant amount struggled with this issue, then perhaps you could expect it to be addressed in some way by WotC. But I wouldn't hold my breath.

I mean, if I have 12 players in my game, how much effort should I expect on the part of WotC to provide me with advice and or mechanics on how to handle that when I run a published adventure? Surely most gaming groups won't likely share this problem.


Sorry - I thought we had an agreement there but then you had to go back to this old chestnut.

The entire thread is me saying that no - the rules don't give us anything.

Unless you count it as giving us something when the rules say "you're allowed to use wandering monsters".

That's a way WAY too lenient way of looking at things.

The rules doesn't "give" me the possibility to have my story be on a clock. That's soo not in the rules.

Just because the rules contain a "DM Advice" section generally discussing ways to keep up the heat in no way means the rules "give" us what we need.

Our hard work and inspiration does not belong to the rules; it is not for the rulebook to give away. It was ours all along, long before we bought the D&D product.

When I give WotC money and see the rules being dependent on encounter pacing I need that same set of rules to provide a solution in that set of rules. Barring that, I need WotC to do all the work for us when we later buy their official modules.

Honestly, it's all there. If you don't like it, okay understood...change it.

Like I said, the best way to make attrition matter is to make deciding to rest a decision of import, which means that there must be some level of risk involved. Even if that risk is only perceived, it still has to be there. The best way to do this is through elements that are more narrative....if the PCs stop, then there are consequences.

Some mechanical expression of this may work, I suppose....it depends on the players, I imagine. Perhaps an XP multiplier that is in place for each successive encounter the PCs go without a rest. Once they rest, it's back to baseline XP. Something like that may work....or players may just accept regular XP progression at full strength rather than risking PC death for more XP. Not sure which kind of players you have. I would expect most other mechanical means to kind of fall in line with this.

And to be honest, it's the same as the narrative elements....maybe the PCs won't care if Ireena is turned. Maybe they don't care if Ogremoch is summoned to the material plane. Maybe they want to be slaves in Menzoberranzan. Ultimately, it's the players who will buy in or not.

I think narrative means would be more successful more often.

The rules providing a Jonathan Tweet like "no rest unless two encounters" optional variant would be a serious step forward to ending this issue once and for all. The scenario setting hard time limits with specific and significant consequences if deadlines aren't met, or the scenario putting hard limits to the nature and number of rests (that would require a significant investment to override, not some simple Goodberry or Leomund's Hut spell). That would be real steps toward recognizing the elephant in the room.

I think most scenarios give specific and significant consequences if deadlines are not met. Or at least, they suggest what those consequences could be and leave it up to the DM to decide. I don't think that those time limits are always "hard", but given the varying needs of different games, I don't think they should be expected to be so. They are certainly clear enough that a given DM can determine a hard number if that's desired.

You are right that the adventures do not set actual numerical limits on rests (other than the major one of only 1 long rest per 24 hours). But I think expecting such is to kind of understand the nature of the rest rules. So I wouldn't expect the adventures to do that unless there was a compelling reason to do so. Otherwise, I think they expect the other means to put pressure on the PCs and make them decide not to rest to be sufficient enough to not need a set number as a limit.
 

1) Everything heals up and everyone is at maximum hit points after a night's rest in 5E.

2) All spell slots are recovered after a nights sleep.

3) There are abilities and resources that refresh on less than a full nights sleep.

These are very vital fundamental assumptions that exist in 5E that did not exist in the earlier editions.

Hmm 2. My group did the math on after a night's rest the MU had to study their spell books for x time. I think it was 15 minutes per level of spell. I found it a waste. The group could wait 3 days in room 11 while I rolled 72 d12s for wandering monsters. Then adventure with the spell caster at full power. We just said that a stupid rule which got out whack at higher levels. If I recall correctly, I tried 15 minutes per spell slot. So 4 spells memorize per hour. Which was just as silly. I think I finally said MUs had to take 9 hours rest to get all their slots back.
 

so this was pure sarcasm? (Wasn't exactly clear.)
Sarcasm? Or maybe more like just contextually part of an ongoing conversation...

Good for you, fellow old-timer! Why so combative?
Its "combative" in the sense that that is what I tell people when they try to imply- directly or by implication- that they are a more experienced gamer. I am told that in order to lend more weight to their experiences, which most often occurs when they state "[their opinion as some kind of broader reality or fact]." As such, I usually just counter with what I did.

It is what it is: a factual response to an often-asked question.
If you say so. I'll take your word for it.
 

I haven't followed your sub-thread in detail, but you could be forgetting that there's a crucial difference between THIS edition and those of decades ago.

There's a definite need to pace encounters now based on fundamental assumptions of the 5e game that simply did not exist back in OD&D or AD&D.

So your implication is at the very least too simplistic.
This.

One of the things I think is a cause of the shift is the "XP economy" and the expectations of a certain rate of advancement that's existed since 3E (it may have existed, in some groups, early than that but it wasn't enshrined in the rules).

Dead levels are now a bad thing because, apparently, what's important is to be able to get new toys for your character automatically. And, because every level has a carrot, players are constantly looking towards the next level. XP tables are built so that PCs advance about once a month at the "normal" rate of play (3-4 hours per week). Monsters award XP to meet that pace based on their CR, which is based on the 2 shorts and a long cadence and the expected resource drain.

So, if your group opts to not follow that cadence in 5E, there's a ripple effect that runs all the way up. In AD&D, progress was more often measured by the magic items you found and how many foes you'd defeated. Levels happened, but (IME) there was no real expectation that anything but the longest of campaigns was going to get to name level (10th-ish). In that light, you had quite a bit of leeway in just picking harder monsters for the PCs to fight if they insisted on pursuing the 5-minute workday. When a chunk of the XP was expected to come from looting, you could also put in more reinforcements with no more treasure. If you do that in 5E, it actually just makes things worse, because the PCs level-up faster and have bigger nukes to use.

I've actually been sorely tempted to half (or more) the XP values of all monsters in 5E. Since I've been running the published adventures, I haven't, but I came really close with PotA, which was extremely susceptible to guerrilla tactics, as written. If I do home-brew adventures, I may do just that, though.
 

Hmm 2. My group did the math on after a night's rest the MU had to study their spell books for x time. I think it was 15 minutes per level of spell. I found it a waste. The group could wait 3 days in room 11 while I rolled 72 d12s for wandering monsters. Then adventure with the spell caster at full power. We just said that a stupid rule which got out whack at higher levels. If I recall correctly, I tried 15 minutes per spell slot. So 4 spells memorize per hour. Which was just as silly. I think I finally said MUs had to take 9 hours rest to get all their slots back.

I suppose a great many groups altered or did away with spell prep times. That doesn't change the rules themselves. An AD&D magic user playing by the standard rules wouldn't be casually firing off higher level spells. Expending those left the caster vulnerable for quite some time. Magic was a resource to be conserved and used wisely because it couldn't be spammed repeatedly. The game takes on an entirely different feel with pew pew magic users.
 

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