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General Tabletop Discussion
*Dungeons & Dragons
Should short rest be an hour long?
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<blockquote data-quote="CapnZapp" data-source="post: 6959131" data-attributes="member: 12731"><p>No you don't and there doesn't <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>Trying to justify this in-game is exactly the trap that keeps you shackled to the commitment of a single duration.</p><p></p><p>If you instead consider a dungeon, or a jungle, or an ocean, or a big city, is like different genres (thriller, slasher movie, romance, action hero, gritty war movie etc), you see how different their pacing requirements are. A dungeon has lots of encounters crammed together in a very small space. A desert voyage doesn't really feel like one if you can't go days without seeing a single soul.</p><p></p><p>The reality is that the game is set up for X encounters per long rest. Whether you cram those encounters into half an hour or stretch them out over weeks doesn't matter. </p><p></p><p>What does matter is the fact that allowing players to suddenly go "let's call it a night and conjure up the old rope trick" completely and utterly wrecks these assumptions.</p><p></p><p>You can fix this by saying "the princess will be tossed in the cauldron of doom unless you hurry", but that sort of applied time pressure will get old eventually. This suggestion is for you that has reached that stage, where you have tired of the burden to once more come up with a reason why there's only three days left. </p><p></p><p>Not to mention completely incompatible stories - everything from the hexcrawl where "no time pressure" is the defining property of the campaign, to said desert voyage where the point is to go several days without a single encounter, and where 6-8 encounters in a row simply never would make sense.</p><p></p><p></p><p>That would be silly and arbitrary indeed <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></blockquote><p></p>
[QUOTE="CapnZapp, post: 6959131, member: 12731"] No you don't and there doesn't :) Trying to justify this in-game is exactly the trap that keeps you shackled to the commitment of a single duration. If you instead consider a dungeon, or a jungle, or an ocean, or a big city, is like different genres (thriller, slasher movie, romance, action hero, gritty war movie etc), you see how different their pacing requirements are. A dungeon has lots of encounters crammed together in a very small space. A desert voyage doesn't really feel like one if you can't go days without seeing a single soul. The reality is that the game is set up for X encounters per long rest. Whether you cram those encounters into half an hour or stretch them out over weeks doesn't matter. What does matter is the fact that allowing players to suddenly go "let's call it a night and conjure up the old rope trick" completely and utterly wrecks these assumptions. You can fix this by saying "the princess will be tossed in the cauldron of doom unless you hurry", but that sort of applied time pressure will get old eventually. This suggestion is for you that has reached that stage, where you have tired of the burden to once more come up with a reason why there's only three days left. Not to mention completely incompatible stories - everything from the hexcrawl where "no time pressure" is the defining property of the campaign, to said desert voyage where the point is to go several days without a single encounter, and where 6-8 encounters in a row simply never would make sense. That would be silly and arbitrary indeed :) [/QUOTE]
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Should short rest be an hour long?
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