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Slow Rests: Anyone Tried It?
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<blockquote data-quote="TwoSix" data-source="post: 6370359" data-attributes="member: 205"><p>Well, it is a good way to get characters to engage in downtime activities by blending them into the recovery of the game resources. But that isn't really the purpose of making long rests longer. </p><p></p><p></p><p>It's more about what's happening between the rests than what's happening during the rest. There's a general agreement (so far) that about 6-8 moderately challenging encounters is the expected amount of pressure to put on a PC party before they should be able to take a long rest. For some styles of play, such as a concentrated dungeon crawl, 6-8 encounters is a perfectly normal expectation for 14-16 hours of in-game exploration. For other styles of play, such as ones with more wilderness exploration, 6-8 encounters might take 10-14 in-game <em>days</em> to complete. </p><p></p><p>Assuming that in the latter play style the DM wishes to preserve the resource pressure that is a part of the definition of "classic" D&D, there needs to be a method to allow for 2 straight weeks of travel without a recharging of all resources. The extended long rest is one method of doing so, especially when tied together with a requirement of relative safety and civilization.</p><p></p><p>If it also helps to create a campaign narrative that takes place over in-game years rather than in-game months, I think the response would be "So much the better."</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6370359, member: 205"] Well, it is a good way to get characters to engage in downtime activities by blending them into the recovery of the game resources. But that isn't really the purpose of making long rests longer. It's more about what's happening between the rests than what's happening during the rest. There's a general agreement (so far) that about 6-8 moderately challenging encounters is the expected amount of pressure to put on a PC party before they should be able to take a long rest. For some styles of play, such as a concentrated dungeon crawl, 6-8 encounters is a perfectly normal expectation for 14-16 hours of in-game exploration. For other styles of play, such as ones with more wilderness exploration, 6-8 encounters might take 10-14 in-game [I]days[/I] to complete. Assuming that in the latter play style the DM wishes to preserve the resource pressure that is a part of the definition of "classic" D&D, there needs to be a method to allow for 2 straight weeks of travel without a recharging of all resources. The extended long rest is one method of doing so, especially when tied together with a requirement of relative safety and civilization. If it also helps to create a campaign narrative that takes place over in-game years rather than in-game months, I think the response would be "So much the better." [/QUOTE]
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