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<blockquote data-quote="Rhenny" data-source="post: 6288582" data-attributes="member: 18333"><p>The 1 hour rest is growing on me and my players. It certainly makes them think and make a very conscious decision to rest. If time is an issue, my players don't rest anymore. I've had many sessions where they keep on going through the entire session because they are afraid to stop. (In one game, they were trying to find a big bad guy who they thought might escape if they spent too much time, and in another game they alerted guards, one ran away, so they were not sure if the runaway was going to bring reinforcements - they also realized that the place they were going to, a noble's manor home, was under siege).</p><p></p><p>That said, I voted other. I think the same thoughtfulness could be achieved with a 20 or 30 min rest, and I like how the 20 or 30 min rest fits into the narrative better. I don't really like the 5 min rest idea. It is too automatic and becomes almost default/assumption after each encounter.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6288582, member: 18333"] The 1 hour rest is growing on me and my players. It certainly makes them think and make a very conscious decision to rest. If time is an issue, my players don't rest anymore. I've had many sessions where they keep on going through the entire session because they are afraid to stop. (In one game, they were trying to find a big bad guy who they thought might escape if they spent too much time, and in another game they alerted guards, one ran away, so they were not sure if the runaway was going to bring reinforcements - they also realized that the place they were going to, a noble's manor home, was under siege). That said, I voted other. I think the same thoughtfulness could be achieved with a 20 or 30 min rest, and I like how the 20 or 30 min rest fits into the narrative better. I don't really like the 5 min rest idea. It is too automatic and becomes almost default/assumption after each encounter. [/QUOTE]
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