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General Tabletop Discussion
*Dungeons & Dragons
The Resting Mechanics - What Works Best?
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<blockquote data-quote="Flamestrike" data-source="post: 8543188" data-attributes="member: 6788736"><p>Only for that one adventuring day (AD), and the closer you get to 6 hard encounters/AD, the smaller that gap (between long and short rest classes) is.</p><p></p><p>It's likely not even noticeable at 4-5 Hard/ deadly encounters/AD (presuming 2 short rests taken).</p><p></p><p>Single encounter AD's, it becomes noticeable, but a DM can then simply design the next AD with 8+ encounters, and provide plenty of opportunity to Short rest during that AD, throwing the spotlight on the Short rest classes.</p><p></p><p>A good example is simply throwing the odd Dungeon level (or similar) with a definitive 'Doom clock' attached (stop the ritual by midnight, or else really bad thing X happens). Give the PCs 6 (in game) hours to complete the mission, stack the dungeon with a <strong>dozen</strong> combat, social and environmental challenges, and you're done.</p><p></p><p>You can then have AD's on either side of that AD with 0-2 encounters only, and the median of 6 or so per day is met (and every PC has had a chance to shine).</p><p></p><p>People seem to think 'it must be 6-8 every single day' and that's not the case at all. Just aim for that as a median, with variable days scattered around and you'll be fine (and it'll actually enhance your game).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8543188, member: 6788736"] Only for that one adventuring day (AD), and the closer you get to 6 hard encounters/AD, the smaller that gap (between long and short rest classes) is. It's likely not even noticeable at 4-5 Hard/ deadly encounters/AD (presuming 2 short rests taken). Single encounter AD's, it becomes noticeable, but a DM can then simply design the next AD with 8+ encounters, and provide plenty of opportunity to Short rest during that AD, throwing the spotlight on the Short rest classes. A good example is simply throwing the odd Dungeon level (or similar) with a definitive 'Doom clock' attached (stop the ritual by midnight, or else really bad thing X happens). Give the PCs 6 (in game) hours to complete the mission, stack the dungeon with a [B]dozen[/B] combat, social and environmental challenges, and you're done. You can then have AD's on either side of that AD with 0-2 encounters only, and the median of 6 or so per day is met (and every PC has had a chance to shine). People seem to think 'it must be 6-8 every single day' and that's not the case at all. Just aim for that as a median, with variable days scattered around and you'll be fine (and it'll actually enhance your game). [/QUOTE]
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