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Why sleeping shouldn't be a long rest
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<blockquote data-quote="Shiroiken" data-source="post: 7908500" data-attributes="member: 6775477"><p>There are many aspects of resting that make any kind of universal system problematic. Either you use a gamest system (automatic resting after a number of encounters) or your have a stimulationest system that leads to the problems related by the OP. </p><p></p><p>I have found that the number of encounters per day is vastly underutilized by most DMs, as many prefer to have a few BIG fights than a series of smaller ones. Some adventures are, by design, going to have fewer encounters per day than others (again, as noted by the OP). The trick to both of these, and the utter removal of the 5MWD, is to never give the players any indication of when their next rest might occur. As [USER=6987520]@dnd4vr[/USER] said, if they blow their good stuff early, they may suffer for it later (or not). Having a few big fights rather than small fights is fine... so long as the players don't know how many, or how long they might have for even a short rest.</p><p></p><p>As a player, I always try to have resources left when we begin a long rest. Not only because it meant that I was conservative enough with my resource, but just in case the DM has a night encounter to two up his sleeve. The worst experience I had as a 5E player in this regard was when we did "just one more room" in a secret temple under Baldur's Gate before we retreated to safety, wherein 4 of the 6 PCs were dropped to 0 and between our 2 conscious PCs we had a total of 3 HP. We were literally dragging our companions back to our townhouse when we were set upon by a dozen street toughs. Normally a single PC at the end of the day would wipe them out with ease... but instead we had to give over half the treasure we had on us (vowing that they'd have to bleed for the rest). A painful lesson indeed.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7908500, member: 6775477"] There are many aspects of resting that make any kind of universal system problematic. Either you use a gamest system (automatic resting after a number of encounters) or your have a stimulationest system that leads to the problems related by the OP. I have found that the number of encounters per day is vastly underutilized by most DMs, as many prefer to have a few BIG fights than a series of smaller ones. Some adventures are, by design, going to have fewer encounters per day than others (again, as noted by the OP). The trick to both of these, and the utter removal of the 5MWD, is to never give the players any indication of when their next rest might occur. As [USER=6987520]@dnd4vr[/USER] said, if they blow their good stuff early, they may suffer for it later (or not). Having a few big fights rather than small fights is fine... so long as the players don't know how many, or how long they might have for even a short rest. As a player, I always try to have resources left when we begin a long rest. Not only because it meant that I was conservative enough with my resource, but just in case the DM has a night encounter to two up his sleeve. The worst experience I had as a 5E player in this regard was when we did "just one more room" in a secret temple under Baldur's Gate before we retreated to safety, wherein 4 of the 6 PCs were dropped to 0 and between our 2 conscious PCs we had a total of 3 HP. We were literally dragging our companions back to our townhouse when we were set upon by a dozen street toughs. Normally a single PC at the end of the day would wipe them out with ease... but instead we had to give over half the treasure we had on us (vowing that they'd have to bleed for the rest). A painful lesson indeed. [/QUOTE]
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