Will the 5 minute rest encourage roleplaying?

Stalker0

Legend
Players now need a 5 minute break to get their encounter abilities between fights. Since the characters may have to sit in a dungeon room for a few minutes every so often, do you think this will actually encourage more roleplaying between them?
 

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I think that it will change the conversation at the table to explain what's going on. There may be more roleplaying related to that new conversation. Or there may not.
 


I don't see it as encouraging or discouraging role playing. It seems rather disconnected. 'We rest for 5 minutes... and we're done. Moving on'.
 

The only time I've ever really noticed when there's roleplaying between people in this way is if the DM expressely says to talk in character with each other to figure out what's going on...

In my experience, I've found that players' rarely jump out and attempt in character dialog unless the DM nudges them to do it.
 

I think it certainly can't hurt... whereas it's hard to justify roleplaying in some of the buff timer (1 min/lvl, etc) induced blitzes. Like the entire adventure that was done in 119 rounds, racing room to room.
 


You will never be able to get players to roleplay by force.

You can't just say "okay, and now for the next five minutes you all roleplay with each other." It doesn't work, you're asking for smalltalk between imaginary people that's the height of banality.

If you allow characters to develop actual goals, philosophies, and interparty conflicts players will automatically start roleplaying with each other. If you want players to roleplay with each other, you have to become skilled at engendering such goals, philosophies, and conflicts.

It has nothing to do with "downtime", enforced or no.
 

Brown Jenkin said:
But then previously there was incentive to press on. Now there is incentive to sit and rest for 5 minutes before going on to the next room.

Actually after any really tough encounter there was usually an incentive to retreat to a safe place as a good portion of your firepower and/or healing was gone. Pressing on in 3.5 was dangerous and most groups I saw would avoid it.

In 4e it seems like it will be more of an option because you can recover most of your strength in a relatively short time (frankly I consider taking a five minute "breather" pressing on).

As to roleplaying -well it can be roleplayed either way so I don't think it will be much of difference. It might encourage cinematic heroism, as parties press on further without all the retreating.
 
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