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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Uller" data-source="post: 7122907" data-attributes="member: 413"><p>Yep. And what the OP seems to be looking for is some concrete (crunchy rules) either in the published adventures or in the rules as a whole that give the players a reason from a mechanical/crunch pov to push on and to ensure the DM provides a series of encounters rather than just one or two.</p><p></p><p>For me I don't look for every series of encounters (call it "adventuring day") to feel like some grand struggle. That comes organically from player decisions and how npcs and the game world react. Sometimes the party faces one trivial encounter then arrives at an inn or campsite and rests. Sometimes they face waves of hostile creatures with no chance to rest. I make little effort to control it other than maybe before a session look over the guidelines and try to predict if/when they might need a short or long rest and consider whether or not to give them that opportunity. </p><p></p><p> Like many here, the notion that I need something more from the rules to convince my players to avoid unnecessary rests is completely alien to how my players play the game. None of my players (in my table game) are real strong roleplayers. Their PCs are essentially avatars of themselves. But if I say "you have X time to achieve Y or Z happens" or even "this doesn't seem like a safe place to rest" they accept it and behave accordingly. I don't want or need more from the APs or the rules.</p><p></p><p>Curse of Strahd says Strahd harrasses and tests the party. So that is what happens. </p><p></p><p>OotA says roll for random encounters and track supplies and madness. So that is what happens.</p><p></p><p> But...to each their own I suppose.</p></blockquote><p></p>
[QUOTE="Uller, post: 7122907, member: 413"] Yep. And what the OP seems to be looking for is some concrete (crunchy rules) either in the published adventures or in the rules as a whole that give the players a reason from a mechanical/crunch pov to push on and to ensure the DM provides a series of encounters rather than just one or two. For me I don't look for every series of encounters (call it "adventuring day") to feel like some grand struggle. That comes organically from player decisions and how npcs and the game world react. Sometimes the party faces one trivial encounter then arrives at an inn or campsite and rests. Sometimes they face waves of hostile creatures with no chance to rest. I make little effort to control it other than maybe before a session look over the guidelines and try to predict if/when they might need a short or long rest and consider whether or not to give them that opportunity. Like many here, the notion that I need something more from the rules to convince my players to avoid unnecessary rests is completely alien to how my players play the game. None of my players (in my table game) are real strong roleplayers. Their PCs are essentially avatars of themselves. But if I say "you have X time to achieve Y or Z happens" or even "this doesn't seem like a safe place to rest" they accept it and behave accordingly. I don't want or need more from the APs or the rules. Curse of Strahd says Strahd harrasses and tests the party. So that is what happens. OotA says roll for random encounters and track supplies and madness. So that is what happens. But...to each their own I suppose. [/QUOTE]
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