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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="CapnZapp" data-source="post: 7147880" data-attributes="member: 12731"><p>The point is to acknowledge how different stories require different resting frequencies. </p><p></p><p>When you trek through a desert, trying to find the next oasis, having 6-8 encounters a day is not appropriate. 6-8 encounters <strong>in total</strong> (the entire desert trek) might be more realistic, given the emptiness of arid sand and stone.</p><p></p><p>And so this wilderness/travel adventure should be empowered to say you are <strong>not allowed any long rest at all</strong> (except by giving up and returning from whence you came).</p><p></p><p>Then, the same party of heroes finally find the long-lost City of Sand in the middle of this desert. This adventure is an action-filled dungeon romp with lots of undead monsters and construct guardians, and so a long rest is definitely needed when they reach the City. </p><p></p><p>But what's more, there's a lot of monsters in this dungeon, and the adventure recommends <strong>5 minute short rests and 1 hour long rests</strong>, to keep up the action. </p><p></p><p>This way the exact same adventurer (same world, same campaign, same PC) goes from "not a long rest in a month" to "four long rests today, and the mummies keep pouring out of the catacombs".</p><p></p><p>While you could ask for a DMG that allows this, a more realistic hope would be a PHB/DMG that simply says "in the end, rest frequency is up to the adventure author". </p><p></p><p>Hence us talking about this stuff being in the adventure, rather than the DMG <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7147880, member: 12731"] The point is to acknowledge how different stories require different resting frequencies. When you trek through a desert, trying to find the next oasis, having 6-8 encounters a day is not appropriate. 6-8 encounters [B]in total[/B] (the entire desert trek) might be more realistic, given the emptiness of arid sand and stone. And so this wilderness/travel adventure should be empowered to say you are [B]not allowed any long rest at all[/B] (except by giving up and returning from whence you came). Then, the same party of heroes finally find the long-lost City of Sand in the middle of this desert. This adventure is an action-filled dungeon romp with lots of undead monsters and construct guardians, and so a long rest is definitely needed when they reach the City. But what's more, there's a lot of monsters in this dungeon, and the adventure recommends [B]5 minute short rests and 1 hour long rests[/B], to keep up the action. This way the exact same adventurer (same world, same campaign, same PC) goes from "not a long rest in a month" to "four long rests today, and the mummies keep pouring out of the catacombs". While you could ask for a DMG that allows this, a more realistic hope would be a PHB/DMG that simply says "in the end, rest frequency is up to the adventure author". Hence us talking about this stuff being in the adventure, rather than the DMG :) [/QUOTE]
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