Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Minigiant" data-source="post: 9183139" data-attributes="member: 63508"><p>To me, one of the biggest problems with rests is that since WOTC didn't mandate a certain measure but designed around a certain amount,this imposes on the DM to</p><ol> <li data-xf-list-type="ol">Figure out what the amount of rests players actually enjoy</li> <li data-xf-list-type="ol">Tailor the game to a rest type that they AND the players enjoy</li> <li data-xf-list-type="ol"><strong><strong>Mold the game into to have an internal logic behind the chosen rest type.</strong></strong></li> </ol><p>The last bolded one is 80% the problem. The chosen rest system either doesn't make sense internally or flay out told to the players.</p><p></p><p>Tell players that "the world keeps moving when you rest" only works if the players understand "how the world moves". That only happens if you tell them or let them experience it.</p><p></p><p>One of my starting adventures has the beginning fully about getting the players to understand the world.</p><p></p><p>The adventure is a delivery service for many powerful people. As they pick up the packages and letters, they learn.</p><ul> <li data-xf-list-type="ul">The concept of latent mana and how it affects resting</li> <li data-xf-list-type="ul">A good place to long rest is at an inn.</li> <li data-xf-list-type="ul">Empty houses and building are safe for short rests but not reliable for long rests</li> <li data-xf-list-type="ul">Houses of Healing are the best place to long rest but usually require to be members of the religion, a big favor, or a large payment.</li> <li data-xf-list-type="ul">War camps and forts have scouts and spies so resting near them is unwise as one will likely be discovered.</li> <li data-xf-list-type="ul">Druids, rangers, fey, and other people touched with the primal have animals as spies and harassers to keep people from ambushing them.</li> <li data-xf-list-type="ul">Gunpowder exists</li> <li data-xf-list-type="ul">Permanent alarms exist.</li> </ul><p>Once they leave the city, there is no need to manage rest. The players know how rests, random encounter, wandering monsters, dungeon rooms, and scouting works in the setting.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9183139, member: 63508"] To me, one of the biggest problems with rests is that since WOTC didn't mandate a certain measure but designed around a certain amount,this imposes on the DM to [LIST=1] [*]Figure out what the amount of rests players actually enjoy [*]Tailor the game to a rest type that they AND the players enjoy [*][B][B]Mold the game into to have an internal logic behind the chosen rest type.[/B][/B] [/LIST] The last bolded one is 80% the problem. The chosen rest system either doesn't make sense internally or flay out told to the players. Tell players that "the world keeps moving when you rest" only works if the players understand "how the world moves". That only happens if you tell them or let them experience it. One of my starting adventures has the beginning fully about getting the players to understand the world. The adventure is a delivery service for many powerful people. As they pick up the packages and letters, they learn. [LIST] [*]The concept of latent mana and how it affects resting [*]A good place to long rest is at an inn. [*]Empty houses and building are safe for short rests but not reliable for long rests [*]Houses of Healing are the best place to long rest but usually require to be members of the religion, a big favor, or a large payment. [*]War camps and forts have scouts and spies so resting near them is unwise as one will likely be discovered. [*]Druids, rangers, fey, and other people touched with the primal have animals as spies and harassers to keep people from ambushing them. [*]Gunpowder exists [*]Permanent alarms exist. [/LIST] Once they leave the city, there is no need to manage rest. The players know how rests, random encounter, wandering monsters, dungeon rooms, and scouting works in the setting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
Top