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General Tabletop Discussion
*Dungeons & Dragons
Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Lanefan" data-source="post: 7190457" data-attributes="member: 29398"><p>This might be because they - or one of them, anyway - is carrying the most effective monster attraction device ever known in that setting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Most D&D parties don't have such a thing on board; or if they do they get rid of it ASAP. However, the LotR party's example is one where quite legitimately in the fiction the party have many more encounters than the general population. This can't really be used as a typical example, unless your PC party is knowingly or unknowingly carrying around an equivalent to the One Ring.</p><p></p><p>If it's a simple trip through known and-or safe lands, sure.</p><p></p><p>But there's quite a few published adventures out there where the travel, or some of it, is itself an actual part of the adventure (or, in the case of the B-series module Journey to the Rock, is all of the adventure). And this is where the problems reside...how to make the travel bits challenging without spamming encounters all over the place, and without having to break consistency and use two sets of resting rules depending what the PCs are doing.</p><p></p><p>Skipping, then: Old Man Willow, Bree, the pursuit by the Ringwraiths - and that's just to get to Rivendell. Then there's some more minor stuff, and Caradhras, and the Mines of Moria....</p><p></p><p>Skipping the travel bits, particularly through dangerous territory, means you lose quite a bit.</p><p></p><p>Well, it's a bit late to ask JRRT about that; but he did put some there.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7190457, member: 29398"] This might be because they - or one of them, anyway - is carrying the most effective monster attraction device ever known in that setting. :) Most D&D parties don't have such a thing on board; or if they do they get rid of it ASAP. However, the LotR party's example is one where quite legitimately in the fiction the party have many more encounters than the general population. This can't really be used as a typical example, unless your PC party is knowingly or unknowingly carrying around an equivalent to the One Ring. If it's a simple trip through known and-or safe lands, sure. But there's quite a few published adventures out there where the travel, or some of it, is itself an actual part of the adventure (or, in the case of the B-series module Journey to the Rock, is all of the adventure). And this is where the problems reside...how to make the travel bits challenging without spamming encounters all over the place, and without having to break consistency and use two sets of resting rules depending what the PCs are doing. Skipping, then: Old Man Willow, Bree, the pursuit by the Ringwraiths - and that's just to get to Rivendell. Then there's some more minor stuff, and Caradhras, and the Mines of Moria.... Skipping the travel bits, particularly through dangerous territory, means you lose quite a bit. Well, it's a bit late to ask JRRT about that; but he did put some there. Lanefan [/QUOTE]
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Resting and the frikkin' Elephant in the Room
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