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*TTRPGs General
This "resting at 9:05 AM" business
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<blockquote data-quote="ashockney" data-source="post: 3768573" data-attributes="member: 1363"><p>How I feel about PC's that should or must rest after a couple of encounters is that this can be distracting from the versimilitude of the game I want to run. Another poster on the thread talked about "resting" because of how physically and mentally taxing this type of work could be. I like that idea. But for D&D, we are trying to fit into the story that we started today at 9am, and well, here it is 10am, and it's time to sleep for 8 hours? How does your body even function this way?</p><p></p><p>Yes, I have run and played games where this happened. As a player, I once played a Mystic Theurge, and boy did I have spells. Lots and lots of spells. Well, what's funny about that, is that I had so many spells, I used many of them as "buffs", and as a result, pretty early into an encounter, I would find myself significantly depleted. By no means "useless". But, if I'm down 30%, 40% or 50% of my spells, particularly my better spells (4th - 6th level), if there's not a STORY element or DIRECT THREAT preventing me from suggesting we rest so that I can get myself, and the rest of the party through buffs, to "FULL POWER" before we move forward, I'm going to suggest that we do that. Yes, as a resource management game, it is to OUR advantage to wisely manage our resources in the context of the game. Further, as a powerful (higher level) player, I had extremely powerful resources available to me to facilitate a "rest". For example, a favorite tactic was to find a "safe spot" from which to teleport out, scry, and then teleport back in.</p><p></p><p>Do I actively avoid it or prefer it?</p><p>I don't prefer it, as I illustrate above. I encourage through the story and the design of the adventure that the players I DM do an effective job of managing all their resources (low level, mid level, high level, single use, and multi-charge items) through an extended "high threat" environment. It's not hard to avoid, but it can also be a delicate balance. In a module I recently developed for 17th level, I placed a big "boss" encounter at the end of the module with a big dragon. If the party hasn't rested prior to this combat, they will be in big trouble. That's just the reality of the (3.5) game.</p></blockquote><p></p>
[QUOTE="ashockney, post: 3768573, member: 1363"] How I feel about PC's that should or must rest after a couple of encounters is that this can be distracting from the versimilitude of the game I want to run. Another poster on the thread talked about "resting" because of how physically and mentally taxing this type of work could be. I like that idea. But for D&D, we are trying to fit into the story that we started today at 9am, and well, here it is 10am, and it's time to sleep for 8 hours? How does your body even function this way? Yes, I have run and played games where this happened. As a player, I once played a Mystic Theurge, and boy did I have spells. Lots and lots of spells. Well, what's funny about that, is that I had so many spells, I used many of them as "buffs", and as a result, pretty early into an encounter, I would find myself significantly depleted. By no means "useless". But, if I'm down 30%, 40% or 50% of my spells, particularly my better spells (4th - 6th level), if there's not a STORY element or DIRECT THREAT preventing me from suggesting we rest so that I can get myself, and the rest of the party through buffs, to "FULL POWER" before we move forward, I'm going to suggest that we do that. Yes, as a resource management game, it is to OUR advantage to wisely manage our resources in the context of the game. Further, as a powerful (higher level) player, I had extremely powerful resources available to me to facilitate a "rest". For example, a favorite tactic was to find a "safe spot" from which to teleport out, scry, and then teleport back in. Do I actively avoid it or prefer it? I don't prefer it, as I illustrate above. I encourage through the story and the design of the adventure that the players I DM do an effective job of managing all their resources (low level, mid level, high level, single use, and multi-charge items) through an extended "high threat" environment. It's not hard to avoid, but it can also be a delicate balance. In a module I recently developed for 17th level, I placed a big "boss" encounter at the end of the module with a big dragon. If the party hasn't rested prior to this combat, they will be in big trouble. That's just the reality of the (3.5) game. [/QUOTE]
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