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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Ilbranteloth" data-source="post: 7169386" data-attributes="member: 6778044"><p>I was referring specifically to adventuring days. From your prior post you said you run fewer encounters per adventuring day. Where I see the problem (which I changed) is that people tend to equate "adventuring day" with "day" largely because a long rest = a night's rest. That's not entirely true, since you technically don't have to sleep, but you can only take one per 24 hours, etc. Really, they selected two different but not entirely compatible time scales.</p><p></p><p>Resting is based on a day (24 hours), and an "adventuring day" is theoretically open-ended. I'm sure they were thinking it equalled day, but it doesn't for a lot of people.</p><p></p><p></p><p></p><p>Agreed. My point wasn't one of whether we run a combat or not. My point is that the issue with the balance of rests vs the adventuring day seems to be based on the desire for the DM to design a day around the use of a certain amount of times the characters can use short and long rest abilities, combined with current hit points and/or hit points that they can recover after the fight. It's based on the expectation that encounters later in the day will be tougher because the characters' will have used some of those abilities. So if you don't run 6-8 encounters during a day, then they won't use up those abilities before the end of the day. </p><p></p><p>If you don't design encounters around the idea of how many abilities or hit points they'll have left, or the adventuring day around the idea that you'll exhaust those abilities each day, then there is no issue at all.</p><p></p><p>In my campaigns, sometimes they exhaust them, sometimes they don't. If there is but a single encounter in a given day, then they'll probably be at full strength, and they may or may not use all of their abilities, because they won't know if there will be additional encounters that day. They can gamble that when traveling they don't seem to have as many, but that's not always true.</p><p></p><p>Another fix, and one which I use, is not to tie the idea of "resource management" into the short/long rest abilities and hit points. I use a fatigue system, which uses the exhaustion track. The effects are a bit more significant, but less severe. But it means that during the course of most days, whether there are encounters/combats or not, they are not at peak ability by the end of the day.</p><p></p><p>Sure, they could stop and rest more, but that doesn't necessarily help (because it doesn't necessarily reduce the number of encounters), but also I think that since it's not tied to encounters, they don't want to take the time to rest, they (as players) are interested in moving forward, just as I think the characters would be.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7169386, member: 6778044"] I was referring specifically to adventuring days. From your prior post you said you run fewer encounters per adventuring day. Where I see the problem (which I changed) is that people tend to equate "adventuring day" with "day" largely because a long rest = a night's rest. That's not entirely true, since you technically don't have to sleep, but you can only take one per 24 hours, etc. Really, they selected two different but not entirely compatible time scales. Resting is based on a day (24 hours), and an "adventuring day" is theoretically open-ended. I'm sure they were thinking it equalled day, but it doesn't for a lot of people. Agreed. My point wasn't one of whether we run a combat or not. My point is that the issue with the balance of rests vs the adventuring day seems to be based on the desire for the DM to design a day around the use of a certain amount of times the characters can use short and long rest abilities, combined with current hit points and/or hit points that they can recover after the fight. It's based on the expectation that encounters later in the day will be tougher because the characters' will have used some of those abilities. So if you don't run 6-8 encounters during a day, then they won't use up those abilities before the end of the day. If you don't design encounters around the idea of how many abilities or hit points they'll have left, or the adventuring day around the idea that you'll exhaust those abilities each day, then there is no issue at all. In my campaigns, sometimes they exhaust them, sometimes they don't. If there is but a single encounter in a given day, then they'll probably be at full strength, and they may or may not use all of their abilities, because they won't know if there will be additional encounters that day. They can gamble that when traveling they don't seem to have as many, but that's not always true. Another fix, and one which I use, is not to tie the idea of "resource management" into the short/long rest abilities and hit points. I use a fatigue system, which uses the exhaustion track. The effects are a bit more significant, but less severe. But it means that during the course of most days, whether there are encounters/combats or not, they are not at peak ability by the end of the day. Sure, they could stop and rest more, but that doesn't necessarily help (because it doesn't necessarily reduce the number of encounters), but also I think that since it's not tied to encounters, they don't want to take the time to rest, they (as players) are interested in moving forward, just as I think the characters would be. [/QUOTE]
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