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
What interupts a long rest?
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="clearstream" data-source="post: 8392757" data-attributes="member: 71699"><p>The 5th edition approach seems to be to make rests awkward. Characters don't take long rests just anytime because... they're easily interrupted (albeit, they are hard to interrupt)? I think your solution goes in a thoughtful direction. My current questions with rests take a similarly <em>positive </em>rather than negative view, i.e. we value what ability refreshes do for our game play, therefore...</p><ol> <li data-xf-list-type="ol">What has to <em>happen</em>, rather than <em>not</em> happen, for a full ability refresh?</li> <li data-xf-list-type="ol">What might occur while characters are refreshing abilities, so that it matters in the game world that they took that break?</li> <li data-xf-list-type="ol">Why are we counting a pause to refresh abilities in hours, given that the difference between 6 and 8 hours on our imaginary clock is next to nothing (do we differentiate consistently between 6 and 8 hours? and what about between 6 hours and 7 hours?)</li> <li data-xf-list-type="ol">Is there a price that might be paid, or leverage over the narrative that might be given up (e.g. your proposal), to gain an ability refresh?</li> <li data-xf-list-type="ol">Why even bother with it (which I believe is contended by the RAI, but which goes against the benefits that I discussed - <em>incompletely</em> - above)</li> </ol><p>Of course the issue with 4. is always going to be that the dominant strategy will be whatever is mechanically favoured. It's actually for that reason that I prefer what I call "narrative rests," meaning that the cost is felt in what happens in the emergent story. I feel at minimum we would want anything like adrenaline to be strongly differentiated from refreshed abilities in terms of the leverage on offer.</p><p></p><p>There are maybe five classes of solution that you commonly see</p><ul> <li data-xf-list-type="ul">Mechanically forced, e.g. you count encounters, with no short rest possible until the count is 2+ and no long rest possible until the count is 6+</li> <li data-xf-list-type="ul">Difficult, e.g. requires an easily interrupted period of downtime (note the obvious tension with the RAI)</li> <li data-xf-list-type="ul">Costly, e.g. you have to pay or give up something for the rest</li> <li data-xf-list-type="ul">Sporting agreement (with players) to not rest too often</li> <li data-xf-list-type="ul">Ignore it (in effect, the most supported by the RAI)</li> </ul><p>Something to notice about difficulty and costs, is that the former relies on a DM to make it difficult. In theory, the RAI still requires rests. In practice, it so softens difficulty (the class of solution chosen by 5th edition) that it amounts to either sporting agreement or ignoring. The latter on the other hand divides into costs that are felt in the leverage players will have over the emergent narrative, and costs that are felt in the progression of the emergent narrative by the DM. I suspect that costs felt in leverage will on the whole feel more gamey, hence for the time being I am more interested in costs that are felt in how the DM might plausibly advance the narrative. Although I am not necessarily seeking a pure solution - a hybrid might be what is strongest.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8392757, member: 71699"] The 5th edition approach seems to be to make rests awkward. Characters don't take long rests just anytime because... they're easily interrupted (albeit, they are hard to interrupt)? I think your solution goes in a thoughtful direction. My current questions with rests take a similarly [I]positive [/I]rather than negative view, i.e. we value what ability refreshes do for our game play, therefore... [LIST=1] [*]What has to [I]happen[/I], rather than [I]not[/I] happen, for a full ability refresh? [*]What might occur while characters are refreshing abilities, so that it matters in the game world that they took that break? [*]Why are we counting a pause to refresh abilities in hours, given that the difference between 6 and 8 hours on our imaginary clock is next to nothing (do we differentiate consistently between 6 and 8 hours? and what about between 6 hours and 7 hours?) [*]Is there a price that might be paid, or leverage over the narrative that might be given up (e.g. your proposal), to gain an ability refresh? [*]Why even bother with it (which I believe is contended by the RAI, but which goes against the benefits that I discussed - [I]incompletely[/I] - above) [/LIST] Of course the issue with 4. is always going to be that the dominant strategy will be whatever is mechanically favoured. It's actually for that reason that I prefer what I call "narrative rests," meaning that the cost is felt in what happens in the emergent story. I feel at minimum we would want anything like adrenaline to be strongly differentiated from refreshed abilities in terms of the leverage on offer. There are maybe five classes of solution that you commonly see [LIST] [*]Mechanically forced, e.g. you count encounters, with no short rest possible until the count is 2+ and no long rest possible until the count is 6+ [*]Difficult, e.g. requires an easily interrupted period of downtime (note the obvious tension with the RAI) [*]Costly, e.g. you have to pay or give up something for the rest [*]Sporting agreement (with players) to not rest too often [*]Ignore it (in effect, the most supported by the RAI) [/LIST] Something to notice about difficulty and costs, is that the former relies on a DM to make it difficult. In theory, the RAI still requires rests. In practice, it so softens difficulty (the class of solution chosen by 5th edition) that it amounts to either sporting agreement or ignoring. The latter on the other hand divides into costs that are felt in the leverage players will have over the emergent narrative, and costs that are felt in the progression of the emergent narrative by the DM. I suspect that costs felt in leverage will on the whole feel more gamey, hence for the time being I am more interested in costs that are felt in how the DM might plausibly advance the narrative. Although I am not necessarily seeking a pure solution - a hybrid might be what is strongest. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What interupts a long rest?
Top