Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Oofta" data-source="post: 7126430" data-attributes="member: 6801845"><p>Glancing through this thread there seems to be two sides.</p><p></p><p>In one corner, the "5E is broke" crowd says that things don't work because they see 5 minute work days and no mechanical enforcement of the general assumptions of how many encounters groups get between short and long rests.</p><p></p><p>In the other corner, the "It ain't broke, but it may take some work on the DM's side to fix it" crowd. Basically that the system works well enough if the DM understands the issue (and wants to address it). If you're using a published module, you may need to tweak it a little bit to meet the needs of your style, expectations and group. No mod could be written to satisfy every group.</p><p></p><p>Is there any concrete rule change the former group would implement to change the issue that they see? Because at this point I just see a lot of complaining and ignoring the advice of the latter group.</p><p></p><p>I will be the first to admit that I'm pretty strongly in the latter group. I implement the optional rest rule from the DMG (a short rest is 8 hours, long rest is at least several days) in my campaign. It suits the pace of my campaign better (more investigaion/exploration than dungeon crawl). We frequently have two or more sessions between long rests, with only 1 or two short rests per session.</p><p></p><p>However, even before I chose to go with that rule I still followed the general guidelines by setting deadlines and consequences. Stop for an hour for a lunch break while investigating the evil cultists? They ambush you. Run away from the secret lair to someplace safe? When you come back, reinforcements have arrived (perhaps just replacing defeated opponents) and traps have been set because they know someone has found their lair.</p><p></p><p>I honestly don't see how this is an issue, or what could be done differently. The DM is control of the game - we are not slaves to the printed word in modules. D&D works because the DM can make adjustments on the fly.</p><p></p><p>The other "elephant in the room" is that some groups enjoy 5 minute work days. In a campaign (sadly coming to an end soon) that I play in we regularly have only a handful of fights between long rests (well, that may be a 15 minute work day instead of 5 minute but the concept is the same). I don't see a problem with it, even if it's not my cup of tea. It's just a different style of play, one that puts more emphasis on characters that can nova.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7126430, member: 6801845"] Glancing through this thread there seems to be two sides. In one corner, the "5E is broke" crowd says that things don't work because they see 5 minute work days and no mechanical enforcement of the general assumptions of how many encounters groups get between short and long rests. In the other corner, the "It ain't broke, but it may take some work on the DM's side to fix it" crowd. Basically that the system works well enough if the DM understands the issue (and wants to address it). If you're using a published module, you may need to tweak it a little bit to meet the needs of your style, expectations and group. No mod could be written to satisfy every group. Is there any concrete rule change the former group would implement to change the issue that they see? Because at this point I just see a lot of complaining and ignoring the advice of the latter group. I will be the first to admit that I'm pretty strongly in the latter group. I implement the optional rest rule from the DMG (a short rest is 8 hours, long rest is at least several days) in my campaign. It suits the pace of my campaign better (more investigaion/exploration than dungeon crawl). We frequently have two or more sessions between long rests, with only 1 or two short rests per session. However, even before I chose to go with that rule I still followed the general guidelines by setting deadlines and consequences. Stop for an hour for a lunch break while investigating the evil cultists? They ambush you. Run away from the secret lair to someplace safe? When you come back, reinforcements have arrived (perhaps just replacing defeated opponents) and traps have been set because they know someone has found their lair. I honestly don't see how this is an issue, or what could be done differently. The DM is control of the game - we are not slaves to the printed word in modules. D&D works because the DM can make adjustments on the fly. The other "elephant in the room" is that some groups enjoy 5 minute work days. In a campaign (sadly coming to an end soon) that I play in we regularly have only a handful of fights between long rests (well, that may be a 15 minute work day instead of 5 minute but the concept is the same). I don't see a problem with it, even if it's not my cup of tea. It's just a different style of play, one that puts more emphasis on characters that can nova. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
Top