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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="OB1" data-source="post: 7184668" data-attributes="member: 6796241"><p>Agree with just about everything here. But to answer your questions first, the reason why an area is a deadly woods of danger is because of the threat level in it, whereas in the normal woods of everyday travel, the threat level is low or contained by outside forces. I wouldn't expect it to be challenging for my PCs to travel through the normal woods of everyday travel, and if they encounter a threat, it's probably one they can handle easily but that may hint of greater challenges slightly off the road.</p><p></p><p>My point was only that there is a mechanical solution available per the rules if you are worried about wanting every adventuring day to be a challenging one. I don't worry about that personally, I have some that are challenging and some that are easy. Sometimes I throw in a quick encounter to break up sessions heavy in exploration and social pillars. And because I vary things, the players can't be sure in any encounter that there isn't another one coming right after, and tend not to nova. If they try to rest in dangerous areas, I put a high probability of something bad happening during the rest. I tend to combine the provided mechanical solutions in the DMG with story solutions that make narrative sense to get the pace I want.</p><p></p><p>The best purely mechanical solution to ensuring that every combat counts is though the application of either Encounter Points required for rest or possibly through the purchase of potions or the need to go to special temples to recharge abilities and receive the "rest" benefit. Personally, I prefer to accomplish those goals through smart world building and good story, and will change APs to fit, but think it would be great for WOTC to include a simple and elegant solution for those wishing to ensure that each combat matters for those who prefer to play that way.</p></blockquote><p></p>
[QUOTE="OB1, post: 7184668, member: 6796241"] Agree with just about everything here. But to answer your questions first, the reason why an area is a deadly woods of danger is because of the threat level in it, whereas in the normal woods of everyday travel, the threat level is low or contained by outside forces. I wouldn't expect it to be challenging for my PCs to travel through the normal woods of everyday travel, and if they encounter a threat, it's probably one they can handle easily but that may hint of greater challenges slightly off the road. My point was only that there is a mechanical solution available per the rules if you are worried about wanting every adventuring day to be a challenging one. I don't worry about that personally, I have some that are challenging and some that are easy. Sometimes I throw in a quick encounter to break up sessions heavy in exploration and social pillars. And because I vary things, the players can't be sure in any encounter that there isn't another one coming right after, and tend not to nova. If they try to rest in dangerous areas, I put a high probability of something bad happening during the rest. I tend to combine the provided mechanical solutions in the DMG with story solutions that make narrative sense to get the pace I want. The best purely mechanical solution to ensuring that every combat counts is though the application of either Encounter Points required for rest or possibly through the purchase of potions or the need to go to special temples to recharge abilities and receive the "rest" benefit. Personally, I prefer to accomplish those goals through smart world building and good story, and will change APs to fit, but think it would be great for WOTC to include a simple and elegant solution for those wishing to ensure that each combat matters for those who prefer to play that way. [/QUOTE]
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