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<blockquote data-quote="Tony Vargas" data-source="post: 7839409" data-attributes="member: 996"><p>That's actually my preference. Some situations - say you're raiding an enemy stronghold and you're highly motivated to secure some key objective - a short rest might be just catching your breath between encounters, and a long rest is out of the question. Others - long sea voyage, since I've used it a lot - short rest is anything from an hour to a few days, it doesn't matter because encounters are days if not weeks apart, but age-of-sail voyages are a hardship, even the best supplied ship gets you some malnutrition going, for just one instance, so long rests are restricted to putting into port of foraging on a pleasant island with fresh water. All sorts of room in-between for scenarios with very different pacing, and different criteria for 'rest' that make sense in their context.</p><p></p><p>But whether that's fiction-driven or rationalization-of-mechanics-driven, you're still stuck with the need to get a certain net pacing of encounters (or other stress on resources) between rests, <em>because of the game's design</em>.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7839409, member: 996"] That's actually my preference. Some situations - say you're raiding an enemy stronghold and you're highly motivated to secure some key objective - a short rest might be just catching your breath between encounters, and a long rest is out of the question. Others - long sea voyage, since I've used it a lot - short rest is anything from an hour to a few days, it doesn't matter because encounters are days if not weeks apart, but age-of-sail voyages are a hardship, even the best supplied ship gets you some malnutrition going, for just one instance, so long rests are restricted to putting into port of foraging on a pleasant island with fresh water. All sorts of room in-between for scenarios with very different pacing, and different criteria for 'rest' that make sense in their context. But whether that's fiction-driven or rationalization-of-mechanics-driven, you're still stuck with the need to get a certain net pacing of encounters (or other stress on resources) between rests, [I]because of the game's design[/I]. [/QUOTE]
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