Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Spending time [Encounter pacing and Resting restrictions]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 7122107" data-attributes="member: 12731"><p>This is actually a brilliant start for this discussion. </p><p></p><p>Not Angry's word hemorrhage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> or the actual specifics of his proposal, but the very concept of adding a cost to resting directly into the core of the game! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Let's first summarize Angry's post and save you five thousand words. (Disclaimer: Go read the blog if you want a perfect recollection. The exact way you choose to implement this is a detail; what's important is the concept. So I have probably gotten a few things wrong.)</p><p></p><p>Each time the characters take an action that spends time - searching for traps, examining some object, looting a fallen enemy, you the DM add a die to a pool of dice - the time pool. If the characters do something noisy, stupid or goose-chasey, add a small die (like a d4). If they're clever or efficient about it, add a larger die (like a d12).</p><p></p><p>You don't actually track time. We're talking "extra" time here. Time that stops up the regular adventure. Time "wasted". Don't add time dice for just venturing through the dungeon or fighting swamp monsters or getting the quest from the Innkeeper. Add time dice for stopping to check minute cracks in the ceiling, harvesting the body parts of swamp monsters or following the Innkeeper because the paranoid Barbarian thinks he's adding poison to their food. And most assuredly, add time dice for when the party takes a short or long rest "just in case".</p><p></p><p>Whenever you feel like it, you roll all the dice in the time pool. If any come up a "1" you have a complication. Traditionally, a wandering monster. But it could be a cave-in, or that the Lich King suddenly decides to order take-away.</p><p></p><p>If you take a rest, you add plenty of dice. If you take a longer rest, you add even more. </p><p></p><p>The point is, you've created a tangible risk factor. <strong>You've set a price on time itself.</strong> </p><p></p><p>And barring old-edition versions of Time Stop, the pesky adventurers can't stop you from piling more dice on the time pool. (They can avoid random monsters by Rope Trick, they can avoid inclement weather with Zone of Warmth, and they can avoid malnutrition with Create Food and Water, but nothing can circumvent you from getting a bigger time pool)</p><p></p><p>Finally, a mechanism that answers the original question "but why don't we simply rest before continuing" without you the DM having to axle the narrative burden of making up some bull story about the world coming to an end Real Soon Now™.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7122107, member: 12731"] This is actually a brilliant start for this discussion. Not Angry's word hemorrhage ;) or the actual specifics of his proposal, but the very concept of adding a cost to resting directly into the core of the game! :) Let's first summarize Angry's post and save you five thousand words. (Disclaimer: Go read the blog if you want a perfect recollection. The exact way you choose to implement this is a detail; what's important is the concept. So I have probably gotten a few things wrong.) Each time the characters take an action that spends time - searching for traps, examining some object, looting a fallen enemy, you the DM add a die to a pool of dice - the time pool. If the characters do something noisy, stupid or goose-chasey, add a small die (like a d4). If they're clever or efficient about it, add a larger die (like a d12). You don't actually track time. We're talking "extra" time here. Time that stops up the regular adventure. Time "wasted". Don't add time dice for just venturing through the dungeon or fighting swamp monsters or getting the quest from the Innkeeper. Add time dice for stopping to check minute cracks in the ceiling, harvesting the body parts of swamp monsters or following the Innkeeper because the paranoid Barbarian thinks he's adding poison to their food. And most assuredly, add time dice for when the party takes a short or long rest "just in case". Whenever you feel like it, you roll all the dice in the time pool. If any come up a "1" you have a complication. Traditionally, a wandering monster. But it could be a cave-in, or that the Lich King suddenly decides to order take-away. If you take a rest, you add plenty of dice. If you take a longer rest, you add even more. The point is, you've created a tangible risk factor. [B]You've set a price on time itself.[/B] And barring old-edition versions of Time Stop, the pesky adventurers can't stop you from piling more dice on the time pool. (They can avoid random monsters by Rope Trick, they can avoid inclement weather with Zone of Warmth, and they can avoid malnutrition with Create Food and Water, but nothing can circumvent you from getting a bigger time pool) Finally, a mechanism that answers the original question "but why don't we simply rest before continuing" without you the DM having to axle the narrative burden of making up some bull story about the world coming to an end Real Soon Now™. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spending time [Encounter pacing and Resting restrictions]
Top