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Why sleeping shouldn't be a long rest
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<blockquote data-quote="Keravath" data-source="post: 7910864" data-attributes="member: 6916036"><p>I'm not sure that there is a big need to adjust the length of rests. I think the DM might just need to mix up the encounters so that the players can't predict the type of day they are going to have.</p><p></p><p>Assume there are two types of days - light encounter days with 2-4 encounters and heavy with 6-8. The claim is that the players have too many resources on the light encounter days since they can blow all their resources on the smaller number of encounters. </p><p></p><p>The big issue with this point of view ... HOW do your players know what kind of encounter day it is? IF your players know what is coming THEN they can choose to allocate all their resources to early encounters and make them easier. But how do they KNOW that? Unless you, as the DM, run all of your non-dungeon days with only 2 or 3 encounters and all of your dungeon days with more ... then it is the DMs habits and encounter design that is informing the players decisions and not the situation they are encountering in the world. </p><p></p><p>The easy way to fix this is to have days with any number of encounters under any circumstances so that the players can not predict what kind of day it will be. Most of the time they shouldn't be able to do that anyway. </p><p></p><p>How do you do this? </p><p></p><p>The wilderness isn't empty. An inn or other establishment has NPCs. Characters can only benefit from one long rest in 24 hours. If the players don't learn to try to save SOME resources at all times then something will come along and kill them off. Players should always be on edge about using that last long rest resource, that last high level spell slot, because it is not entirely up to the party when a long rest can occur. They can indicate an interest in taking a long rest but the DM and the world around them will decide if it happens. Ideally, after a 2-4 encounter day the party should still have about 1/2 of their long rest resources left since they don't know when the day will end.</p><p></p><p>Anyway, just my take on it. I think most of the issue is the DM design choices on the adventuring day and what they telegraph to their players rather than how long a rest takes.</p></blockquote><p></p>
[QUOTE="Keravath, post: 7910864, member: 6916036"] I'm not sure that there is a big need to adjust the length of rests. I think the DM might just need to mix up the encounters so that the players can't predict the type of day they are going to have. Assume there are two types of days - light encounter days with 2-4 encounters and heavy with 6-8. The claim is that the players have too many resources on the light encounter days since they can blow all their resources on the smaller number of encounters. The big issue with this point of view ... HOW do your players know what kind of encounter day it is? IF your players know what is coming THEN they can choose to allocate all their resources to early encounters and make them easier. But how do they KNOW that? Unless you, as the DM, run all of your non-dungeon days with only 2 or 3 encounters and all of your dungeon days with more ... then it is the DMs habits and encounter design that is informing the players decisions and not the situation they are encountering in the world. The easy way to fix this is to have days with any number of encounters under any circumstances so that the players can not predict what kind of day it will be. Most of the time they shouldn't be able to do that anyway. How do you do this? The wilderness isn't empty. An inn or other establishment has NPCs. Characters can only benefit from one long rest in 24 hours. If the players don't learn to try to save SOME resources at all times then something will come along and kill them off. Players should always be on edge about using that last long rest resource, that last high level spell slot, because it is not entirely up to the party when a long rest can occur. They can indicate an interest in taking a long rest but the DM and the world around them will decide if it happens. Ideally, after a 2-4 encounter day the party should still have about 1/2 of their long rest resources left since they don't know when the day will end. Anyway, just my take on it. I think most of the issue is the DM design choices on the adventuring day and what they telegraph to their players rather than how long a rest takes. [/QUOTE]
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