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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Uller" data-source="post: 7119660" data-attributes="member: 413"><p>The rules are tools for the DM and players to build adventures and characters that are fun to play and the various game elements are the parts.</p><p></p><p>If you take a hammer and use it to nail together a bunch of 2x4s and it doesn't turn into a house you can live in it would be very odd to say it is because the hammer and planks were dishonest.</p><p></p><p>Yes...the standard rest rules can make for some disatisfying game play if your adventure style consistently doesn't meet the assumptions of the number of encounters and rests per day. My own game doesn't always. But it does often enough that my players have to make judgment calls on when it is safe to rest or when it makes sense. Most of the time I don't have to do anything. They press on unless they are in really bad shape because they assume a safe rest is not available or there is some other IN GAME reason to not rest.</p><p></p><p>Sometimes they just have one or two medium encounters between long rests and it is boring. Other times they are begging for a chance to rest. I don't do anything to force these scenarios. They just happen organically. </p><p></p><p>If your players aren't resting when they don't really need to and it bothers you then talk to them. Are they acting on meta information? For instance...the party is trying to get from point A to B. They get in one fight, nova and take a long rest. Why? Why do the PCs behave as if there are no threats worth saving resources for and no need to arrive at B in a timely manner? They must be going there for a reason. Is whatever in game benefit going to still be there indefinitely? Is that how real life works? If I'm traveling to the beach and my car breaks down I don't behave as if I have an indefinite time to get to the beach. I'm going to have to make some choices on what resources to spend to get my car repaired so I can still enjoy the beach. Do I spend a loy of money to get the car repaired quickly? Do I leave the car at a shop and rent another vehicle? Do I change my plans and explore the local area while my car gets repaired?</p><p></p><p>Your players' PCs should be facing these sort of choices. If your players are just acting on the player knowledge that they have no time constraints then something is not right and you should discuss it with your players. It isnt the fault of the rules. </p><p></p><p>For my part I don't like that short rests take an hour but shorter ones might encourage my players to take them too often. So I make them 15 minutes for the first one then double the duration...so first one is 15 min then 30...an hour...two hours...etc. This works at my table because my players were conserving short rest powers too much. So now they use them knowing they can usually get a 15 or 30 min rest. After that they get more conservative.</p></blockquote><p></p>
[QUOTE="Uller, post: 7119660, member: 413"] The rules are tools for the DM and players to build adventures and characters that are fun to play and the various game elements are the parts. If you take a hammer and use it to nail together a bunch of 2x4s and it doesn't turn into a house you can live in it would be very odd to say it is because the hammer and planks were dishonest. Yes...the standard rest rules can make for some disatisfying game play if your adventure style consistently doesn't meet the assumptions of the number of encounters and rests per day. My own game doesn't always. But it does often enough that my players have to make judgment calls on when it is safe to rest or when it makes sense. Most of the time I don't have to do anything. They press on unless they are in really bad shape because they assume a safe rest is not available or there is some other IN GAME reason to not rest. Sometimes they just have one or two medium encounters between long rests and it is boring. Other times they are begging for a chance to rest. I don't do anything to force these scenarios. They just happen organically. If your players aren't resting when they don't really need to and it bothers you then talk to them. Are they acting on meta information? For instance...the party is trying to get from point A to B. They get in one fight, nova and take a long rest. Why? Why do the PCs behave as if there are no threats worth saving resources for and no need to arrive at B in a timely manner? They must be going there for a reason. Is whatever in game benefit going to still be there indefinitely? Is that how real life works? If I'm traveling to the beach and my car breaks down I don't behave as if I have an indefinite time to get to the beach. I'm going to have to make some choices on what resources to spend to get my car repaired so I can still enjoy the beach. Do I spend a loy of money to get the car repaired quickly? Do I leave the car at a shop and rent another vehicle? Do I change my plans and explore the local area while my car gets repaired? Your players' PCs should be facing these sort of choices. If your players are just acting on the player knowledge that they have no time constraints then something is not right and you should discuss it with your players. It isnt the fault of the rules. For my part I don't like that short rests take an hour but shorter ones might encourage my players to take them too often. So I make them 15 minutes for the first one then double the duration...so first one is 15 min then 30...an hour...two hours...etc. This works at my table because my players were conserving short rest powers too much. So now they use them knowing they can usually get a 15 or 30 min rest. After that they get more conservative. [/QUOTE]
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