Sigh. Written like you haven't listened to the arguments at all. Like your post was the first reply in the thread.Sure it is. Well, that or the "Weird Wizard Show" Gygax warned us about - DM's choice which way it breaks.
It has resource-replenishment restrictions: replenishing some resources requires a short rest that must be 1hr; replenishing others requires a long rest that can only be taken once per 24-hr period; HD even require two long rests to fully replenish. Those are restrictions. Enforcing them, like everything else, is up to the DM. That does place limitations on the DM, as well, unless he chooses to change the game, either formally with a 'module' or homebrew that changes those restrictions (in which case he accepts different limitations), or dynamically with rulings in play rather than up-front rules changes.
Because that wouldn't have delivered DM Empowerment or classic feel, might even have been judged "not D&D" and touched off another edition war...Why should the DM need to "change the game" when it could have worked right out of the box?
Because that wouldn't have delivered DM Empowerment or classic feel, might even have been judged "not D&D" and touched off another edition war...
Sorry to keep answering questions that I'm increasingly suspicious may be rhetorical, but...Sorry, I was unclear. My bad.
I didn't ask "why wasn't this set to be the default in the PHB with no consideration for tradition and nostalgia?"
I am asking "why wasn't this an optional variant tucked into the DMG?"
There's a lotta elephant fans who want the elephant to stick around, but don't want to hear anyone complaining about it? Since it's easy to (pretend to) ignore room-elephants and gaslight anyone who does acknowledge them...I am asking, why has WotC three years after release still not acknowledged the frikkin' elephant in the room?
I am asking, why is this still controversial among the ENWorld posters, as if it was possible to deny its existence still?
Does it, though?
In the big picture, sure - the PCs can go where they want and probably not worry much about resource management unless they get lost at sea or in a desert or in some other inhospitable place. But within a given adventure, once they've committed to it, then it's still very possible to create a resource management headache for them simply by making it hard or impossible to get any rest.
If your players don't mind (or don't notice) the lack of choices, all's well.
Can't say this would appeal to me much, however - I'm too chaotic as a player for that.
Lanefan
Precisely my point right? The sandbox allows players too much freedom to circumvent the resource managementWell, or it's a prominent feature of such a campaign, since the rest/press-on decision is always in the players' hands. It's just not so closed a tactical challenge as it is when there's an expected day-length, as encounter & class designs assume...
Oh, and to mix elephant metaphors, you seem to be implying that the elephant in question is the relative lack of built-in mechanisms that'd force the 6-8 encounter day without DM intervention (or something like that) and that might just be the elephant's tusk that you're examining...
When they're out in the open country they can rest, more or less no matter what you do. I was referring to when they're deep into a dungeon somewhere (even the sandboxiest sandboxers do some dungeon crawling sometime), that's when you can pull the no-rest triggers.Making it hard on them? Yikes my players wouldn't like that - on-the-fly winging it by the DM would cause my players to revolt. They prefer the DM to have preset such things, otherwise their perceived choices aren't really choices at all.
"we can't rest here?"
"yeah, its too noisy"
"ok, we'll go over here then"
"uhhhh turns out there's a bad guy there, so u would have to kill him to rest"
"ok we will go to the neighboring town to rest"
"uhhh u get to the town and its in chaos, sorry no rest here either"
That's the problem with the sandbox, lots of phantom choices that end up leading to whatever the DM wants anyways.....
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?
How many encounters and short rests do you have per long rest? What does the party need to do when they feel they need to stop and rest? What's stopping them from doing this?