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Why are vague rules praised?
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<blockquote data-quote="painted_klown" data-source="post: 6452062" data-attributes="member: 6785485"><p>While we are hashing out rules, and how you like to run them, I am completely lost on how you would handle the passage of time as a DM. </p><p></p><p>From Players Basic rules version 0.2, page 63/115:</p><p></p><p><strong>Time</strong></p><p><strong>In situations where keeping track of the passage of</strong></p><p><strong>time is important, the DM determines the time a task</strong></p><p><strong>requires. The DM might use a different time scale</strong></p><p><strong>depending on the context of the situation at hand. In</strong></p><p><strong>a dungeon environment, the adventurers’ movement</strong></p><p><strong>happens on a scale of minutes. It takes them about a</strong></p><p><strong>minute to creep down a long hallway, another minute</strong></p><p><strong>to check for traps on the door at the end of the hall, and</strong></p><p><strong>a good ten minutes to search the chamber beyond for</strong></p><p><strong>anything interesting or valuable.</strong></p><p><strong>In a city or wilderness, a scale of hours is often more</strong></p><p><strong>appropriate. Adventurers eager to reach the lonely tower</strong></p><p><strong>at the heart of the forest hurry across those fifteen miles</strong></p><p><strong>in just under four hours’ time.</strong></p><p><strong>For long journeys, a scale of days works best.</strong></p><p><strong>Following the road from Baldur’s Gate to Waterdeep, the</strong></p><p><strong>adventurers spend four uneventful days before a goblin</strong></p><p><strong>ambush interrupts their journey.</strong></p><p><strong>In combat and other fast-paced situations, the game</strong></p><p><strong>relies on rounds, a 6-second span of time described</strong></p><p><strong>in chapter 9.</strong></p><p><strong></strong></p><p>This is from page 67/115:</p><p></p><p><strong>Short Rest</strong></p><p><strong>A short rest is a period of downtime, at least 1 hour long,</strong></p><p><strong>during which a character does nothing more strenuous</strong></p><p><strong>than eating, drinking, reading, and tending to wounds.</strong></p><p><strong>A character can spend one or more Hit Dice at the end</strong></p><p><strong>of a short rest, up to the character’s maximum number</strong></p><p><strong>of Hit Dice, which is equal to the character’s level. For</strong></p><p><strong>each Hit Die spent in this way, the player rolls the die</strong></p><p><strong>and adds the character’s Constitution modifier to it. The</strong></p><p><strong>character regains hit points equal to the total. The player</strong></p><p><strong>can decide to spend an additional Hit Die after each roll.</strong></p><p><strong>A character regains some spent Hit Dice upon finishing</strong></p><p><strong>a long rest, as explained below.</strong></p><p><strong>Long Rest</strong></p><p><strong>A long rest is a period of extended downtime, at least 8</strong></p><p><strong>hours long, during which a character sleeps or performs</strong></p><p><strong>light activity: reading, talking, eating, or standing watch</strong></p><p><strong>for no more than 2 hours. If the rest is interrupted by a</strong></p><p><strong>period of strenuous activity—at least 1 hour of walking,</strong></p><p><strong>fighting, casting spells, or similar adventuring activity—</strong></p><p><strong>the characters must begin the rest again to gain any</strong></p><p><strong>benefit from it.</strong></p><p><strong>At the end of a long rest, a character regains all lost</strong></p><p><strong>hit points. The character also regains spent Hit Dice, up</strong></p><p><strong>to a number of dice equal to half of the character’s total</strong></p><p><strong>number of them (minimum of one die). For example, if a</strong></p><p><strong>character has eight Hit Dice, he or she can regain four</strong></p><p><strong>spent Hit Dice upon finishing a long rest.</strong></p><p><strong>A character can’t benefit from more than one long rest</strong></p><p><strong>in a 24-hour period, and a character must have at least</strong></p><p><strong>1 hit point at the start of the rest to gain its benefits.</strong></p><p></p><p>Then, we have the between adventure times, and downtime activities time as well (pages 67-68/115).</p><p></p><p>Clearly, these aren't played out in real time, and having no idea how it should be, as the DM, do you simply get to say something along the lines of "Ok all, you have defeated the evil ruler of castle Charlock, now you all have 8 hrs to rest, partake in downtime activities, etc"</p><p></p><p>Is it solely up to the DM to tell the players that they have a "short" rest period vs a "long" rest period? Are these rest period activities played out as a gaming session in between campaigns? </p><p></p><p>What if you have your party on a long trek that would take multiple days? Do you just say, after walking for a full day, with no encounters and getting a lot of ground covered, the party decides to set up camp for the night." I assume during this "camping time" the PCs will be able to heal up as stated by the long rest rules?</p><p></p><p>Sorry for the n00b questions, but I am lost when it comes to passage of time. If this is the wrong place to be asking these questions, please let me know and I will edit my posts, and ask these elsewhere.</p></blockquote><p></p>
[QUOTE="painted_klown, post: 6452062, member: 6785485"] While we are hashing out rules, and how you like to run them, I am completely lost on how you would handle the passage of time as a DM. From Players Basic rules version 0.2, page 63/115: [B]Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time. For long journeys, a scale of days works best. Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9. [/B] This is from page 67/115: [B]Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. Long Rest A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.[/B] Then, we have the between adventure times, and downtime activities time as well (pages 67-68/115). Clearly, these aren't played out in real time, and having no idea how it should be, as the DM, do you simply get to say something along the lines of "Ok all, you have defeated the evil ruler of castle Charlock, now you all have 8 hrs to rest, partake in downtime activities, etc" Is it solely up to the DM to tell the players that they have a "short" rest period vs a "long" rest period? Are these rest period activities played out as a gaming session in between campaigns? What if you have your party on a long trek that would take multiple days? Do you just say, after walking for a full day, with no encounters and getting a lot of ground covered, the party decides to set up camp for the night." I assume during this "camping time" the PCs will be able to heal up as stated by the long rest rules? Sorry for the n00b questions, but I am lost when it comes to passage of time. If this is the wrong place to be asking these questions, please let me know and I will edit my posts, and ask these elsewhere. [/QUOTE]
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