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Resting in a mega-dungeon?
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<blockquote data-quote="Flamestrike" data-source="post: 7979184" data-attributes="member: 6788736"><p>If your players are going to be douchebags and try and game the rest mechanic then either of the following will work:</p><p></p><p>1) <u>The narrative method.</u> Throw some random encounters at them. They are in a dungeon after all. Pretend to roll on a chart and then throw a Hard or Deadly encounter or two at them. Continue doing this every time they long rest unless in your view as DM its an appropriate time to rest (they've had a reasonable number of encounters, and are not trying to game the rest system).</p><p></p><p>Change Short rests to 5 minutes long (so pretty much risk free and automatic) and limit them to 2 per long rest. With easier access to short rests not hampered by random encounters or jarring 1 hour breaks in the narrative and action, players will have more freedom and incentive to push on for multiple encounters before long resting.</p><p></p><p>Coupled with hazardous long rests, they'll generally aim to complete multiple encounters, while still saving some gas in the tank to protect themselves if they get hit during a long rest.</p><p></p><p><strong>Alternatively there is <u>(the mechanical method):</u></strong></p><p></p><p>2) Implement '<strong>Milestone recharges</strong>'. Resources (short rest based, long rest based, hit points, hit dice etc) recover on milestones and not when you stop adventuring and do nothing. Two encounters are needed for a Short rest recharge (which is automatic), and 6 encounters (plus a nights sleep) are needed for a long rest recharge. The DM can include other 'Milestones' (slay the BBEG, drink from the magic fountain, complete a certain goal etc) that also grant a rest (short or long) recharge of abilities, or simply grant a recharge when he feels like it.</p><p></p><p>A good milestone in a dungeon that contains roughly 6-8 (median) combat encounters per dungeon level is 'clearing that dungeon level, and slaying the BBEG of that level'. Benefits of this system is players will be cautious, knowing that their resources have to last them the while dungeon level, and they have clear framework to work with to conserve and manage resources.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7979184, member: 6788736"] If your players are going to be douchebags and try and game the rest mechanic then either of the following will work: 1) [U]The narrative method.[/U] Throw some random encounters at them. They are in a dungeon after all. Pretend to roll on a chart and then throw a Hard or Deadly encounter or two at them. Continue doing this every time they long rest unless in your view as DM its an appropriate time to rest (they've had a reasonable number of encounters, and are not trying to game the rest system). Change Short rests to 5 minutes long (so pretty much risk free and automatic) and limit them to 2 per long rest. With easier access to short rests not hampered by random encounters or jarring 1 hour breaks in the narrative and action, players will have more freedom and incentive to push on for multiple encounters before long resting. Coupled with hazardous long rests, they'll generally aim to complete multiple encounters, while still saving some gas in the tank to protect themselves if they get hit during a long rest. [B]Alternatively there is [U](the mechanical method):[/U][/B] 2) Implement '[B]Milestone recharges[/B]'. Resources (short rest based, long rest based, hit points, hit dice etc) recover on milestones and not when you stop adventuring and do nothing. Two encounters are needed for a Short rest recharge (which is automatic), and 6 encounters (plus a nights sleep) are needed for a long rest recharge. The DM can include other 'Milestones' (slay the BBEG, drink from the magic fountain, complete a certain goal etc) that also grant a rest (short or long) recharge of abilities, or simply grant a recharge when he feels like it. A good milestone in a dungeon that contains roughly 6-8 (median) combat encounters per dungeon level is 'clearing that dungeon level, and slaying the BBEG of that level'. Benefits of this system is players will be cautious, knowing that their resources have to last them the while dungeon level, and they have clear framework to work with to conserve and manage resources. [/QUOTE]
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