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Short rests -- how often in a day?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6582775" data-attributes="member: 6790260"><p>Events which proceed in a sequence by definition have a rate at which they occur, and thus a pacing (which, if I had to give it a rigorous definition, is something akin to frequency, e.g. event-cycles per time, though the relevant aspect is the human perception thereof). It is not possible to conduct a sequence of events, plural, and have it fail to have a pacing of some kind. (A sequence of one event could be said to have no pacing, as it has no defined time between events, but I would assert that few games manage to be singular events!) The pacing can be chosen or allowed to simply happen, but either way, it happens.</p><p></p><p> </p><p></p><p>This strikes me as an enormous fallacy. "Plans cannot be perfect, thus plans should never ever be used in even the smallest degree." The perfect is the enemy of the good; just because it is impossible to plan for every possible detail does not mean that plans are worthless. Plans can and should be made, as long as they are flexible. That will, of course, require that the DM (and the players) think on their feet, rather than slavishly obeying a wrote script--but I sincerely doubt that anyone who thinks campaign pacing is important is slavishly devoted to scripts, if only because that requires an <em>extremely</em> uncharitable perspective of one side of the discussion.</p><p></p><p></p><p></p><p>So you're saying it is <em>utterly impossible</em> for one person to feel like they couldn't contribute enough to make a meaningful impact, while others were able to solve problems (be they combat or non-combat) almost singlehandedly? That it's <em>impossible</em> for one person to feel sheepish for always being the "I Win button presser"? Because you can easily have such a situation in a game where the rest cycle favors one group over another, and (apparently) 5e keeps its line rather close to points of divergence. What I mean by that is, having <em>zero</em> short rests per day pretty thoroughly shafts certain classes but not others, while having four or more pretty significantly empowers those classes, yet that's a difference of only +/- 2 from the number typically recommended.</p><p></p><p></p><p></p><p>Depends on what you mean--and whether "be a good DM" is all and exclusively what a group needs. I would assert that there is more than that. You can have a good DM and still have a poor game experience if the game doesn't enable you to participate. Having a drought or surplus of resources is precisely the kind of situation where <em>even with a good DM</em>, people can end up unhappy.</p><p></p><p>So...yes, "slavish" devotion to resource schedules is unimportant for "being a good DM," but "being a good DM" is not sufficient for "everyone at the table has fun." It's a big and useful step in the right direction, to be sure, but that alone isn't enough--and a DM aware of the impact of variable resources will understand that.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6582775, member: 6790260"] Events which proceed in a sequence by definition have a rate at which they occur, and thus a pacing (which, if I had to give it a rigorous definition, is something akin to frequency, e.g. event-cycles per time, though the relevant aspect is the human perception thereof). It is not possible to conduct a sequence of events, plural, and have it fail to have a pacing of some kind. (A sequence of one event could be said to have no pacing, as it has no defined time between events, but I would assert that few games manage to be singular events!) The pacing can be chosen or allowed to simply happen, but either way, it happens. This strikes me as an enormous fallacy. "Plans cannot be perfect, thus plans should never ever be used in even the smallest degree." The perfect is the enemy of the good; just because it is impossible to plan for every possible detail does not mean that plans are worthless. Plans can and should be made, as long as they are flexible. That will, of course, require that the DM (and the players) think on their feet, rather than slavishly obeying a wrote script--but I sincerely doubt that anyone who thinks campaign pacing is important is slavishly devoted to scripts, if only because that requires an [I]extremely[/I] uncharitable perspective of one side of the discussion. So you're saying it is [I]utterly impossible[/I] for one person to feel like they couldn't contribute enough to make a meaningful impact, while others were able to solve problems (be they combat or non-combat) almost singlehandedly? That it's [I]impossible[/I] for one person to feel sheepish for always being the "I Win button presser"? Because you can easily have such a situation in a game where the rest cycle favors one group over another, and (apparently) 5e keeps its line rather close to points of divergence. What I mean by that is, having [I]zero[/I] short rests per day pretty thoroughly shafts certain classes but not others, while having four or more pretty significantly empowers those classes, yet that's a difference of only +/- 2 from the number typically recommended. Depends on what you mean--and whether "be a good DM" is all and exclusively what a group needs. I would assert that there is more than that. You can have a good DM and still have a poor game experience if the game doesn't enable you to participate. Having a drought or surplus of resources is precisely the kind of situation where [I]even with a good DM[/I], people can end up unhappy. So...yes, "slavish" devotion to resource schedules is unimportant for "being a good DM," but "being a good DM" is not sufficient for "everyone at the table has fun." It's a big and useful step in the right direction, to be sure, but that alone isn't enough--and a DM aware of the impact of variable resources will understand that. [/QUOTE]
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