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<blockquote data-quote="Remathilis" data-source="post: 9009091" data-attributes="member: 7635"><p>You're assuming the PCs enter into the dungeon at 8am and leave 8 to 12 hours later. That works when you have a large dungeon or similar, but it breaks down when your encounters are in a more condensed situation. For example, the PCs might spend a large part of the day getting the location of a Thieves Hideout, much of that time being skill checks or role-playing. During that time, they can take a short rest whenever they wish. But once they find the hideout, Much of the adventuring day is spent and if time is remotely of the essence, they might venture into the hideout that same day (or that night). Once there, they may not have time to rest between encounters. So the warlock might have to get through a handful of combats (plus traps and hazards) with only his two spell slots. If they reach what they are looking for in the hideout, there is a good chance that the group will opt for a long rest at that point. </p><p></p><p>I'm speaking from experience, I just ran that scenario and that is exactly how it played out. For a short rest to be desirable, you have to have your adventure be structured so that the PCs can rest between events, but not able to long rest. For me, that works fine on location based adventures where the PCs are expected to spend a day or more exploring, but are under no time pressure to get it done quickly and no easy access to retreat. That is a very specific play style and it's tied to the failure of the 6-8 encounter per day structure that also fails in anything but the classic dungeon.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9009091, member: 7635"] You're assuming the PCs enter into the dungeon at 8am and leave 8 to 12 hours later. That works when you have a large dungeon or similar, but it breaks down when your encounters are in a more condensed situation. For example, the PCs might spend a large part of the day getting the location of a Thieves Hideout, much of that time being skill checks or role-playing. During that time, they can take a short rest whenever they wish. But once they find the hideout, Much of the adventuring day is spent and if time is remotely of the essence, they might venture into the hideout that same day (or that night). Once there, they may not have time to rest between encounters. So the warlock might have to get through a handful of combats (plus traps and hazards) with only his two spell slots. If they reach what they are looking for in the hideout, there is a good chance that the group will opt for a long rest at that point. I'm speaking from experience, I just ran that scenario and that is exactly how it played out. For a short rest to be desirable, you have to have your adventure be structured so that the PCs can rest between events, but not able to long rest. For me, that works fine on location based adventures where the PCs are expected to spend a day or more exploring, but are under no time pressure to get it done quickly and no easy access to retreat. That is a very specific play style and it's tied to the failure of the 6-8 encounter per day structure that also fails in anything but the classic dungeon. [/QUOTE]
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