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So...resting in 5e
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<blockquote data-quote="Tom B1" data-source="post: 7828579" data-attributes="member: 6879023"><p>I tend to use about 1-3 encounters between rests (long or short depending on the need). I use the 1 hr/8 hr format. </p><p></p><p>We tend to run about 2.5 hour games with some socializing to we get 2-3 encounters in during a session. </p><p></p><p>Why so few encounters between rests? </p><p></p><p>I use lingering injuries, horror, fear and terror, fatigue, and often times when players run across eldritch or otherworldly things, they end up carrying conditions (dizzyness, shakes, strength or con reductions, etc) and conditions have a much greater psychological effect on players than HP loss. </p><p></p><p>In those situations, short and long rests come less often. </p><p></p><p>There's not much of a balance issue because the group are a team and they succeed or fail as a group and all players get some spotlight. </p><p></p><p>Also, another factor contributing is only one is a seasoned D&D player and so there's a lot of tactical and experienced judgment they lack so fights are harder for them. </p><p></p><p>If I were to contrast them to the my group of PCs who played together for 18 years real-time, their characters could mow through 4 hard to deadly encounters by the book figures in a session because they had focused on synergies, group tactics, role definitions, and had built up a resistance to stupid stuff like people wandering off behind the battle front... oh, 'll go open that door...</p><p></p><p>In that game, the mage almost never took any damage and rarely more than 1/4 hp. The wall of steel around him and the cleric behind him kept him up and he used necromancy, fire, lightning, etc. to blow up stuff (including sometmes the invisible scout... but eventually the scout requested various charms to protect himself from the mage's spell bombs while he was invisible). That party needed highly mobile and capable foes like demons or drow to seriously test their team - those could skip the meat shields and launch surprising attacks on the casters suddenly and then extract. </p><p></p><p>But in 5E with a mostly-newbie group of players in a game rife with conditions that go beyond HP loss or spell expenditure, and fatigue and the conditions usually need long rests to clear, there are fewer encounters between rests (and more player fear!). </p><p></p><p>It all depends on your game and your players.</p></blockquote><p></p>
[QUOTE="Tom B1, post: 7828579, member: 6879023"] I tend to use about 1-3 encounters between rests (long or short depending on the need). I use the 1 hr/8 hr format. We tend to run about 2.5 hour games with some socializing to we get 2-3 encounters in during a session. Why so few encounters between rests? I use lingering injuries, horror, fear and terror, fatigue, and often times when players run across eldritch or otherworldly things, they end up carrying conditions (dizzyness, shakes, strength or con reductions, etc) and conditions have a much greater psychological effect on players than HP loss. In those situations, short and long rests come less often. There's not much of a balance issue because the group are a team and they succeed or fail as a group and all players get some spotlight. Also, another factor contributing is only one is a seasoned D&D player and so there's a lot of tactical and experienced judgment they lack so fights are harder for them. If I were to contrast them to the my group of PCs who played together for 18 years real-time, their characters could mow through 4 hard to deadly encounters by the book figures in a session because they had focused on synergies, group tactics, role definitions, and had built up a resistance to stupid stuff like people wandering off behind the battle front... oh, 'll go open that door... In that game, the mage almost never took any damage and rarely more than 1/4 hp. The wall of steel around him and the cleric behind him kept him up and he used necromancy, fire, lightning, etc. to blow up stuff (including sometmes the invisible scout... but eventually the scout requested various charms to protect himself from the mage's spell bombs while he was invisible). That party needed highly mobile and capable foes like demons or drow to seriously test their team - those could skip the meat shields and launch surprising attacks on the casters suddenly and then extract. But in 5E with a mostly-newbie group of players in a game rife with conditions that go beyond HP loss or spell expenditure, and fatigue and the conditions usually need long rests to clear, there are fewer encounters between rests (and more player fear!). It all depends on your game and your players. [/QUOTE]
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