Chaosmancer
Legend
Well, if they are not traveling through and are more or less settled in the area, knock yourself out.
So, the parry makes camp. The outlander gets food and they settle in for a long rest.
Well, it's not a bad thing if it suits your group's playstyle. Ideally, the DM and the rest of the group should be on the same page on what to expect from their play experience—with the group as a whole deciding, and that this should be discussed as a group before play. If there's a mismatch between your expectations and the rest of the group, I don't know—bear with it or play with a different group if it's too annoying to bear with.
I think this is the key, but I also think this highlights some of the biggest problems. There are a lot of DMs who feel like if they are just skipping the travel, then the game is nothing but fighting and then going back to town. But, then if you try and actually run the travel... it is tedium that the players generally don't enjoy.
Run 6 encounters every day for every day of travel (encounter being anything, not just fighting, this includes washed out bridges)? The game will never reach the point where you are arriving at your destination unless if it very close. Maybe one encounter per day? Then the party has full resources to deal with it, and it likely is little more than a speed bump. The balance is nearly impossible to find, or at least, many many many of us have not found it.
Yes, I do. And I agree with you that the background feature should get you a place of rest for free without jumping through hoops.
Thank you.
The key word is eventualy. Bruteforcing it will get you there, but it will likely take much, much more time than if the way to the destination is known beforehand. If you want to handwave the bruteforcing instead of playing it out (like the default rules represent), that's cool (assuming your entire group is of the same mind).
Sure, but again, playing it out can take FOREVER.
One of my recent games we were escorting a caravan from Waterdeep to Neverwinter, along the only major trade road in the area. The DM (I assume because he wanted to challenge us) put a challenge for us about every two days on the road.
It took us four months I think, IRL, to reach Neverwinter something like sixteen sessions... and the DM had advertised this game as being us returning to Neverwinter after the events of our last campaign there. Sixteen sessions to complete our first mission, because every few days on the road our progress was blocked and we'd have to go to a ruin and fight some monsters, which took two to three sessions.
Now, I'm not saying we didn't have fun. Since it was a caravan mission we had plenty of NPCs to RP with, and the guy was a good DM. But, extropolate this out to wandering the Dark Woods looking for the Tower of Evil... for how many sessions? How long do you play out searching the same place for the same location, when everyone knows you are going to get there? Do you run ten sessions of the players "totally not lost" as they comb the woods? In my expeirence, by about session 4 of being in a location like that, people are starting to get bored.