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*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="hawkeyefan" data-source="post: 7148239" data-attributes="member: 6785785"><p>I think the adventures do support the multiple encounter adventuring day quite often, and I also think they tend to address resting and areas where resting is possible to some extent; it seems to vary from adventure to adventure. I also thibk that they do address resting within the expectations of the adventure itself when it is appropriate. I don't think that this has come up all that often in the published adventures; there's no example as blatant as the desert travel where the conditions do not allow for a long rest. </p><p></p><p>The closest example I can think of would be the opening part of Out of the Abyss where the PCs are fleeing their drow captors, and the pursuit is affected by how frequently the PCs stop to rest. I think that if a scenario calls for an alteration to the rest rules in order to evoke a specific effect or theme, then the designeds would not hesitate to incorporate such an alteration. We cannot say for certain though because it hasn't yet come up.</p><p></p><p>I'd be all for a one page web enhancement in support of each adventure book with advice for new DMs for that adventure, and how to handle rest and things like that. I think that's a good idea and would be useful for new DMs and also for experienced DMs as well. </p><p></p><p>But I just don't see how this needs to be a change to the core rules. This is an area of the game that will be handled differently by different groups...no need to change the rules to fit one group's or DM's preference. </p><p></p><p>The example of the desert travel not allowing for ling rests is a really good DM judgment, in my opinion. It is an interesting challenge and it fits the fiction. I can imagine this being in a published adventure, much like the "hard mode" death saves that look to be a part of Tomb of Annihilation. If such DM alterations to rules, whether offered in a published adventure or purely the idea of the DM, are resisted by the players, then there's not much to be done. This edition is designed around DM judgment rather than having hard and fast rules for everything. The players either realize that orthey don't.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7148239, member: 6785785"] I think the adventures do support the multiple encounter adventuring day quite often, and I also think they tend to address resting and areas where resting is possible to some extent; it seems to vary from adventure to adventure. I also thibk that they do address resting within the expectations of the adventure itself when it is appropriate. I don't think that this has come up all that often in the published adventures; there's no example as blatant as the desert travel where the conditions do not allow for a long rest. The closest example I can think of would be the opening part of Out of the Abyss where the PCs are fleeing their drow captors, and the pursuit is affected by how frequently the PCs stop to rest. I think that if a scenario calls for an alteration to the rest rules in order to evoke a specific effect or theme, then the designeds would not hesitate to incorporate such an alteration. We cannot say for certain though because it hasn't yet come up. I'd be all for a one page web enhancement in support of each adventure book with advice for new DMs for that adventure, and how to handle rest and things like that. I think that's a good idea and would be useful for new DMs and also for experienced DMs as well. But I just don't see how this needs to be a change to the core rules. This is an area of the game that will be handled differently by different groups...no need to change the rules to fit one group's or DM's preference. The example of the desert travel not allowing for ling rests is a really good DM judgment, in my opinion. It is an interesting challenge and it fits the fiction. I can imagine this being in a published adventure, much like the "hard mode" death saves that look to be a part of Tomb of Annihilation. If such DM alterations to rules, whether offered in a published adventure or purely the idea of the DM, are resisted by the players, then there's not much to be done. This edition is designed around DM judgment rather than having hard and fast rules for everything. The players either realize that orthey don't. [/QUOTE]
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