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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7183729" data-attributes="member: 996"><p>I think Mike has taken responsibility for the game he's currently custodian of. ;P</p><p></p><p> Designers are people, too. People given a difficult, thankless, task, and told to do it with their hands tied.</p><p></p><p> By waving a magic wand, yes. Magic being real in this metaphor. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> No, the Elephant is still in the room, you're just pointedly ignoring it for an adventure. </p><p></p><p> If the setting/pacing/etc of the campaign doesn't call for a bunch of encounters, but instead for the occasional big encounter, saying 'well break them up' isn't helpful. </p><p></p><p> That's addressing half the issue - the issue of encounter difficulty falling off on shorter days. It's not the harder half of the issue to address, though. You can simply dial up encounters until their challenging to a fresh party. You can do that be re-writing monsters or adding more of them.</p><p></p><p> Adapting the system to tolerate varied campaign pacing seems to be the issue. There's some clear desire for a mechanical solution, rather than a campaign-driven one (like time pressure, or magic crystals or whatever). IMHO, that's problematic because a purely mechanical solution would have to permeate the system, affecting class designs and magic item expectations, as well as CR and encounter guidelines. </p><p></p><p>I see the more tenable solution for the Empowered DM to be simply ruling whether rests can be taken, how long they take, and what benefits they give at the end, on a case-by-case basis, depending on the current campaign pacing/tone and the details of the situation....</p><p></p><p> Useful only if your campaign has a fixed time scale. If you run only intense dungeon-crawls where a short rest can be 5 minutes and a long rest a few hours or if you run only exhaustive hexcrawls where a short rest can be a day and long rest a week. Run some mix or variation and you need to claim more flexibility.</p><p></p><p> This is an important point. </p><p></p><p>We've mostly been playing D&D for decades. </p><p></p><p>We're the ones who kept coming back. ...</p><p></p><p></p><p> Yep, and I suppose we could say it's back because 5e is consciously seeking the feel of the classic game, a game in which the 5MWD (though I recall calling it the 15min work day) was a perennial issue.</p><p></p><p> That's still the same issue, just with only two recharge mechanics (short & long rest) vs n/day, n/hr, n/turn (ye ole 10 min turn), 4-hr rest + 15 min to memorize a 1st level spell, 8 hrs rest + 2hrs 15 min to memorize a 9th level one, studying a spellbook after sleeping six hours, leaving slots open to prep into later, 'dinging' and getting all your spells back at a specific time of day, etc, etc....</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7183729, member: 996"] I think Mike has taken responsibility for the game he's currently custodian of. ;P Designers are people, too. People given a difficult, thankless, task, and told to do it with their hands tied. By waving a magic wand, yes. Magic being real in this metaphor. ;) No, the Elephant is still in the room, you're just pointedly ignoring it for an adventure. If the setting/pacing/etc of the campaign doesn't call for a bunch of encounters, but instead for the occasional big encounter, saying 'well break them up' isn't helpful. That's addressing half the issue - the issue of encounter difficulty falling off on shorter days. It's not the harder half of the issue to address, though. You can simply dial up encounters until their challenging to a fresh party. You can do that be re-writing monsters or adding more of them. Adapting the system to tolerate varied campaign pacing seems to be the issue. There's some clear desire for a mechanical solution, rather than a campaign-driven one (like time pressure, or magic crystals or whatever). IMHO, that's problematic because a purely mechanical solution would have to permeate the system, affecting class designs and magic item expectations, as well as CR and encounter guidelines. I see the more tenable solution for the Empowered DM to be simply ruling whether rests can be taken, how long they take, and what benefits they give at the end, on a case-by-case basis, depending on the current campaign pacing/tone and the details of the situation.... Useful only if your campaign has a fixed time scale. If you run only intense dungeon-crawls where a short rest can be 5 minutes and a long rest a few hours or if you run only exhaustive hexcrawls where a short rest can be a day and long rest a week. Run some mix or variation and you need to claim more flexibility. This is an important point. We've mostly been playing D&D for decades. We're the ones who kept coming back. ... Yep, and I suppose we could say it's back because 5e is consciously seeking the feel of the classic game, a game in which the 5MWD (though I recall calling it the 15min work day) was a perennial issue. That's still the same issue, just with only two recharge mechanics (short & long rest) vs n/day, n/hr, n/turn (ye ole 10 min turn), 4-hr rest + 15 min to memorize a 1st level spell, 8 hrs rest + 2hrs 15 min to memorize a 9th level one, studying a spellbook after sleeping six hours, leaving slots open to prep into later, 'dinging' and getting all your spells back at a specific time of day, etc, etc.... [/QUOTE]
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