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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: 7148699" data-attributes="member: 6785785"><p>I think this is fine for those that want this type of rest dynamic. I get the notion of balancing the number of encounters between resta across days to keep them in line from an attrition standpoint.</p><p></p><p>But the problem with this, for me at least, is that the logic behind it only stands if there is some mitigating factor...such as travel through a harsh environment, like the desert in CapnZapp's example. If the PCs are traveling through a temperate region at a normal pace with standard travel concerns, then it stops making sense. At that point, it means that going through encounter after encounter in a dungeon is less tiring than walking along a road. </p><p></p><p>My other concern is the impact that this would have on spell durations and other game elements that are based on a single day timeframe. These would all have to be changed. I don't think there are a ton of these, but it's an area of concern. It can likely be abdicated on the fly...but then that defeats the purpose of having a system in place. </p><p></p><p>For me, I tend not to focus on extended travel, so having this altered rest mechanic as a standard rule does not appeal to me. I usually narrate past extended travel, unless there are encounters I want to have happen along the way. Or unless I wanted to make this particular trip stand out. Altering rest mechanics is a good way for travel to stand out, especially when tied to a game world element like the environment.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7148699, member: 6785785"] I think this is fine for those that want this type of rest dynamic. I get the notion of balancing the number of encounters between resta across days to keep them in line from an attrition standpoint. But the problem with this, for me at least, is that the logic behind it only stands if there is some mitigating factor...such as travel through a harsh environment, like the desert in CapnZapp's example. If the PCs are traveling through a temperate region at a normal pace with standard travel concerns, then it stops making sense. At that point, it means that going through encounter after encounter in a dungeon is less tiring than walking along a road. My other concern is the impact that this would have on spell durations and other game elements that are based on a single day timeframe. These would all have to be changed. I don't think there are a ton of these, but it's an area of concern. It can likely be abdicated on the fly...but then that defeats the purpose of having a system in place. For me, I tend not to focus on extended travel, so having this altered rest mechanic as a standard rule does not appeal to me. I usually narrate past extended travel, unless there are encounters I want to have happen along the way. Or unless I wanted to make this particular trip stand out. Altering rest mechanics is a good way for travel to stand out, especially when tied to a game world element like the environment. [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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