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Should short rest be an hour long?
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<blockquote data-quote="Flamestrike" data-source="post: 6961326" data-attributes="member: 6788736"><p>Not at all. All he needs to do is ensure his players are getting (on average) around 6ish encounters per long rest, and a short rest every 2nd encounter or so.</p><p></p><p>He can increase or decrease that figure from adventuring day to adventuring day of course. Some days the PCs might only get the one encounter. Some days it'll be waves of encounters with no chance to short rest. Some days the PCs might have the time to short rest after every single encounter.</p><p></p><p>Remember; encounter CRs and difficulties are based on the expectation that the PCs are rationing long rest resources over 6-8 'medium-hard' encounters, and short rest resources over around 2 such encounters. </p><p></p><p>If you (the DM) deviate from this expectation and fail to police the AD, then it throws things like class and encounter balance out of whack.</p><p></p><p> </p><p></p><p>Dungeon Masters arent 'prohibited from metagaming'. Only players are. In fact, the DM is <em>required </em>to metagame his encounters (designing level/ CR appropriate threats and challenges for his party).</p><p></p><p>Policing the adventuring day is part of the DMs job description. The only reason the 5 minute adventuring day exists is due to poor DMing. A DM that is too lazy to place time constraints on his quests (and a quest or task that has no time limit attached should be rare indeed), or to turn his mind to the question of player resource management in other ways (dangerous environment or even just imposing the 'gritty realism' variant).</p><p></p><p>DnD player resources are not 'per encounter' abilities - <u>they are supposed to last and be rationed over several encounters</u>. Stop looking at them as per encounter, and start looking at them needing to be strategically deployed over 6-8 of them.</p><p></p><p>With that in mind, now apply some creativity to your quests. <em>Why </em>does the macguffin need to be destroyed/ recovered/ located/ rescued/ delivered to X? <em>When </em>does it need to happen by? <em>What </em>is the consequence if this doesnt occur? <em>How </em>does the BBEG react if confronted with a group of PCs that hit hard, fall back and rest?</p><p></p><p>Imposing limits like this not only police the adventuring day, but also show that actions have consequences. There is a penalty for failure (or a reward for success). They make the whole management of resources by the players a longer term decision, where the consequences of reaching for a high level spell/ long rest ability is that you wont have it available for future encounters that adventuring day. Player resource use is highlighted (when you pull that action surge, fireball or rage out of your pocket, its a meaningful player choice and is more noticeable than simply being an 'automatic mash the god mode button').</p><p></p><p>When designing encounters, do so in the context of the whole adventuring day and not just in isolation of any other factor.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6961326, member: 6788736"] Not at all. All he needs to do is ensure his players are getting (on average) around 6ish encounters per long rest, and a short rest every 2nd encounter or so. He can increase or decrease that figure from adventuring day to adventuring day of course. Some days the PCs might only get the one encounter. Some days it'll be waves of encounters with no chance to short rest. Some days the PCs might have the time to short rest after every single encounter. Remember; encounter CRs and difficulties are based on the expectation that the PCs are rationing long rest resources over 6-8 'medium-hard' encounters, and short rest resources over around 2 such encounters. If you (the DM) deviate from this expectation and fail to police the AD, then it throws things like class and encounter balance out of whack. Dungeon Masters arent 'prohibited from metagaming'. Only players are. In fact, the DM is [I]required [/I]to metagame his encounters (designing level/ CR appropriate threats and challenges for his party). Policing the adventuring day is part of the DMs job description. The only reason the 5 minute adventuring day exists is due to poor DMing. A DM that is too lazy to place time constraints on his quests (and a quest or task that has no time limit attached should be rare indeed), or to turn his mind to the question of player resource management in other ways (dangerous environment or even just imposing the 'gritty realism' variant). DnD player resources are not 'per encounter' abilities - [U]they are supposed to last and be rationed over several encounters[/U]. Stop looking at them as per encounter, and start looking at them needing to be strategically deployed over 6-8 of them. With that in mind, now apply some creativity to your quests. [I]Why [/I]does the macguffin need to be destroyed/ recovered/ located/ rescued/ delivered to X? [I]When [/I]does it need to happen by? [I]What [/I]is the consequence if this doesnt occur? [I]How [/I]does the BBEG react if confronted with a group of PCs that hit hard, fall back and rest? Imposing limits like this not only police the adventuring day, but also show that actions have consequences. There is a penalty for failure (or a reward for success). They make the whole management of resources by the players a longer term decision, where the consequences of reaching for a high level spell/ long rest ability is that you wont have it available for future encounters that adventuring day. Player resource use is highlighted (when you pull that action surge, fireball or rage out of your pocket, its a meaningful player choice and is more noticeable than simply being an 'automatic mash the god mode button'). When designing encounters, do so in the context of the whole adventuring day and not just in isolation of any other factor. [/QUOTE]
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