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General Tabletop Discussion
*Dungeons & Dragons
Variable Short and Long rests
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<blockquote data-quote="Wik" data-source="post: 6631885" data-attributes="member: 40177"><p>While I get the reasoning for the idea, I really do prefer the rules as written... and might even, in my next campaign, go for the longer ones!</p><p></p><p>My reasoning for loving the current rule is that it forces players to make decisions. Do we move on, at hugely limited resources, or do we rest? Last session, the players decided they needed a long rest, without having FULLY cleared the dungeon, and while they went out to find their retainers, came across a small baggage train of surviving goblins fleeing the dungeon. They got some of the dungeon's remaining loot, but not all of it, as a few goblins were able to flee. </p><p></p><p>In the same session, they came across a Sea Wolf (an old 2e monster) pirate with a few levels of fighter. That monster took on the party of seven characters, and still almost killed two. So, they decide to short rest... and the monsters nearby heard the attack and moved to set up a defensive position. </p><p></p><p>Allowing for players to have the ability to control the game's passage of time is fun, and really helps with the whole "exploration" pillar. By allowing a meaningful unit of time to pass (an hour), their environment can change. And this isn't a GM-mandated passage of time, but one that the players themselves announce, and therefore, one that is much more enjoyable for everyone at the table.</p><p></p><p>Of course, if you want to have an action movie vibe of smash cuts, explosions, and all that, then your system is probably better. Different strokes for different folks, eh?</p></blockquote><p></p>
[QUOTE="Wik, post: 6631885, member: 40177"] While I get the reasoning for the idea, I really do prefer the rules as written... and might even, in my next campaign, go for the longer ones! My reasoning for loving the current rule is that it forces players to make decisions. Do we move on, at hugely limited resources, or do we rest? Last session, the players decided they needed a long rest, without having FULLY cleared the dungeon, and while they went out to find their retainers, came across a small baggage train of surviving goblins fleeing the dungeon. They got some of the dungeon's remaining loot, but not all of it, as a few goblins were able to flee. In the same session, they came across a Sea Wolf (an old 2e monster) pirate with a few levels of fighter. That monster took on the party of seven characters, and still almost killed two. So, they decide to short rest... and the monsters nearby heard the attack and moved to set up a defensive position. Allowing for players to have the ability to control the game's passage of time is fun, and really helps with the whole "exploration" pillar. By allowing a meaningful unit of time to pass (an hour), their environment can change. And this isn't a GM-mandated passage of time, but one that the players themselves announce, and therefore, one that is much more enjoyable for everyone at the table. Of course, if you want to have an action movie vibe of smash cuts, explosions, and all that, then your system is probably better. Different strokes for different folks, eh? [/QUOTE]
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