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What's not going to cost discipline points for the Monk to do now?
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<blockquote data-quote="strawbellebelle" data-source="post: 9170370" data-attributes="member: 7043248"><p>I've <em>never</em> played with anyone who expected a short rest after every fight.</p><p></p><p>And yes, sometimes you have situations where resting isn't an option, or has drawbacks. In such scenarios as you describe, one of two things will occur:</p><p></p><p>1.) The individual encounters will not be as taxing as they would be during a period where resting is feasible, so as to allow the party to endure through numerous fights; or</p><p>2.) The encounters will be taxing enough that classes that don't rely on long-rest resources will run out, leaving them bored and ineffective by the end, while those long-rest-resource classes will still be rolling along.</p><p></p><p>One of these is what a good DM would do, the other is what a poor DM would do. Variety in encounter and adventures is good. Consistently designing adventures to disadvantage certain classes for not having spell slots is <em>not</em> good.</p><p></p><p>You also float the idea that having the adventurers pull back to rest and recuperate would logically lead to enemies regrouping as well, making their own preparations. <strong><em>This is 100% a good thing.</em></strong> It is <em>absolutely</em> a good thing to give players that <em>choice</em>. It provides narrative and gameplay opportunities, and encourages the players to devise strategies beyond "mash face against until win". It tasks the players with balancing their resources with progress, and if their plan doesn't pan out or luck goes against them, they can weigh the consequences of a retreat and rest with the risks of continuing onward.</p><p></p><p>You also neglect the possibility that cunning players can absolutely <em>take advantage</em> of provoking alarm, of hit-and-run sieges on enemy strongholds, of luring enemies into pursuit and searches. And there are certainly methods, magical and otherwise, for players to procure safe refuges for rest. (Starting off a siege on an enemy outpost by falling sixty feet out of nowhere onto a wandering guard and with a full stock of ki points is a thing that can happen. <img class="smilie smilie--emoji" alt="😀" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" title="Grinning face :grinning:" data-shortname=":grinning:" loading="lazy" width="64" height="64" />)</p></blockquote><p></p>
[QUOTE="strawbellebelle, post: 9170370, member: 7043248"] I've [I]never[/I] played with anyone who expected a short rest after every fight. And yes, sometimes you have situations where resting isn't an option, or has drawbacks. In such scenarios as you describe, one of two things will occur: 1.) The individual encounters will not be as taxing as they would be during a period where resting is feasible, so as to allow the party to endure through numerous fights; or 2.) The encounters will be taxing enough that classes that don't rely on long-rest resources will run out, leaving them bored and ineffective by the end, while those long-rest-resource classes will still be rolling along. One of these is what a good DM would do, the other is what a poor DM would do. Variety in encounter and adventures is good. Consistently designing adventures to disadvantage certain classes for not having spell slots is [I]not[/I] good. You also float the idea that having the adventurers pull back to rest and recuperate would logically lead to enemies regrouping as well, making their own preparations. [B][I]This is 100% a good thing.[/I][/B] It is [I]absolutely[/I] a good thing to give players that [I]choice[/I]. It provides narrative and gameplay opportunities, and encourages the players to devise strategies beyond "mash face against until win". It tasks the players with balancing their resources with progress, and if their plan doesn't pan out or luck goes against them, they can weigh the consequences of a retreat and rest with the risks of continuing onward. You also neglect the possibility that cunning players can absolutely [I]take advantage[/I] of provoking alarm, of hit-and-run sieges on enemy strongholds, of luring enemies into pursuit and searches. And there are certainly methods, magical and otherwise, for players to procure safe refuges for rest. (Starting off a siege on an enemy outpost by falling sixty feet out of nowhere onto a wandering guard and with a full stock of ki points is a thing that can happen. 😀) [/QUOTE]
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What's not going to cost discipline points for the Monk to do now?
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