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So...resting in 5e
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<blockquote data-quote="Tony Vargas" data-source="post: 7828139" data-attributes="member: 996"><p>Yes, and rarely more than 3-5, occasionally, of course, single-encounter days.</p><p></p><p>Doesn't sound unusual. The 5MWD, for that matter, isn't primarily an abuse of the system (sure, when done systematically by the players as a metagame tactic), it's just a fairly natural pacing option. Especially as levels progress and meaningful challenges naturally become fewer and further between (just for plausibility's sake).</p><p></p><p>Which is fine for a campaign with overall slower pacing. But when things do suddenly get eventful for whatever reason, you could be looking at quite a few encounters between short rests.</p><p></p><p>Depending on the group (not s'much AL, for instance) I'll impose different times or limitations on rests depending on the situation. I'd been doing it for a long time in 4e (a long campaign that involved a lot of time onboard ship, so I ruled long rests only happened when you set in at a friendly port or island with water & fresh food), and saw no reason to stop (and even more reason to target specific pacing).</p><p></p><p>Both good solutions, the 13A pattern is particularly solid: if you're going to have radically different resources among the party, you need to force pacing-imposed balance, somehow, the 13A approach is at least up-front & honest.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7828139, member: 996"] Yes, and rarely more than 3-5, occasionally, of course, single-encounter days. Doesn't sound unusual. The 5MWD, for that matter, isn't primarily an abuse of the system (sure, when done systematically by the players as a metagame tactic), it's just a fairly natural pacing option. Especially as levels progress and meaningful challenges naturally become fewer and further between (just for plausibility's sake). Which is fine for a campaign with overall slower pacing. But when things do suddenly get eventful for whatever reason, you could be looking at quite a few encounters between short rests. Depending on the group (not s'much AL, for instance) I'll impose different times or limitations on rests depending on the situation. I'd been doing it for a long time in 4e (a long campaign that involved a lot of time onboard ship, so I ruled long rests only happened when you set in at a friendly port or island with water & fresh food), and saw no reason to stop (and even more reason to target specific pacing). Both good solutions, the 13A pattern is particularly solid: if you're going to have radically different resources among the party, you need to force pacing-imposed balance, somehow, the 13A approach is at least up-front & honest. [/QUOTE]
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