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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="CapnZapp" data-source="post: 7120742" data-attributes="member: 12731"><p>Sometimes it would be a huge relief to be able to just point to the page in the adventure book and say "it's not me that's preventing your rest and generally making life hard, it's the adventure".</p><p></p><p>The secret that so few people want to acknowledge is that all these "the princess gets eaten in three days - hurry!" storylines are really completely arbitrary, and I dislike a game that forces me to come up with arbitrary thinly-disguised limitations. </p><p></p><p>I would much rather they were hardcoded in the game (as variants, he said to prevent people from bursting a blood vessel), so I would be freed from having to think up ever-new story complications, and the game would just <em>work</em> even if I present the players/characters with a wide-open sandbox.</p><p></p><p>At that point, you need something more. To me, it's utterly baffling how the game allows a central conceit like resting to rely on such a "low level" issue like a dry warm undisturbed bed. Relying on wandering monsters only takes you so far. Terrain and environment factors too. By mid level they are easily trivialized.</p><p></p><p>"You're about to cross the Desert of Parched Throats, which will take you approximately two weeks at best. You can only take long rests at Oases, should you find any. Good luck."</p><p></p><p>In this case, you can have a single encounter every other day and end up with 7 encounters per long rest, assuming you never find any Oasis. This way, every encounter becomes significant even if it is "easy" per DM guidelines. </p><p></p><p>But to make this work, I have to take away the characters' toys (teleportation or pocket dimension magics). While I <em>can</em> do that, <em>I don't want to have to</em>. It's much better if the game gives these toys to the DM, who then gets to be the good guy.</p><p></p><p>To me, it's the same long drawn-out war as with Detect Evil and alignment. Back in the old days, I would have been thrown out of town for suggesting these spells are bad for the game much how I get significant friction for suggesting to abandon the old bad resting mechanism. But I remain convinced the game will get there eventually, possibly over the graves of some of the posters in this very thread.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7120742, member: 12731"] Sometimes it would be a huge relief to be able to just point to the page in the adventure book and say "it's not me that's preventing your rest and generally making life hard, it's the adventure". The secret that so few people want to acknowledge is that all these "the princess gets eaten in three days - hurry!" storylines are really completely arbitrary, and I dislike a game that forces me to come up with arbitrary thinly-disguised limitations. I would much rather they were hardcoded in the game (as variants, he said to prevent people from bursting a blood vessel), so I would be freed from having to think up ever-new story complications, and the game would just [I]work[/I] even if I present the players/characters with a wide-open sandbox. At that point, you need something more. To me, it's utterly baffling how the game allows a central conceit like resting to rely on such a "low level" issue like a dry warm undisturbed bed. Relying on wandering monsters only takes you so far. Terrain and environment factors too. By mid level they are easily trivialized. "You're about to cross the Desert of Parched Throats, which will take you approximately two weeks at best. You can only take long rests at Oases, should you find any. Good luck." In this case, you can have a single encounter every other day and end up with 7 encounters per long rest, assuming you never find any Oasis. This way, every encounter becomes significant even if it is "easy" per DM guidelines. But to make this work, I have to take away the characters' toys (teleportation or pocket dimension magics). While I [I]can[/I] do that, [I]I don't want to have to[/I]. It's much better if the game gives these toys to the DM, who then gets to be the good guy. To me, it's the same long drawn-out war as with Detect Evil and alignment. Back in the old days, I would have been thrown out of town for suggesting these spells are bad for the game much how I get significant friction for suggesting to abandon the old bad resting mechanism. But I remain convinced the game will get there eventually, possibly over the graves of some of the posters in this very thread. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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