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Long rests getting better but GM needs still not being considered
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<blockquote data-quote="kigmatzomat" data-source="post: 8896632" data-attributes="member: 9254"><p>Hopefully most people agree that the old fashioned "you can only get a rest when you sleep in a town after (milestone) encounters" is a relic of war gaming and should be consigned to the dustbin of history alongside only earning xp for kills.</p><p></p><p>And yet I think the GM must be able to say "these conditions are inadequate for a rest". IMHO, anyone in the lower planes should have immense problems resting for any of a near-infinity of reasons that boil down to "no rest for the wicked". </p><p></p><p>However it should be apparent to a majority of the party why a rest is implausible from gm descriptions (possibly after the first attempted rest ended....poorly). Its too hot, too cold, poppies that will cause you to sleep until you die, soil infested with earwigs, whatever. Ideally, the players are asking "do we think we could actually rest in these conditions?"</p><p></p><p>Those then become a potentially solvable problem and should also reflect the inhabitants. (Heat/cold resistant, doesn't breath/doesn't sleep/poison resistant, no ears/sleeps underwater, etc) Maybe the party can scrape enough resources together for a few PCs to rest, but not everyone or not every night. </p><p></p><p> I.e. in a recent game we were in a labyrinth full of a shrieking cacophony, punctuated by moments of absolute silence that was explicitly designed to prevent rest outside of a handful of specific locations.</p><p></p><p>We did manage to rest unexpectedly because we used a cantrip. There was a 50ft long tunnel in a garden used as an escape route by a monster. After defeating the monster as it tried to escape, we used Mold Earth to move enough dirt from the garden to block the tunnels within a foot of the ceiling for 10ft from the entrances and then put up Tiny Huts at both ends, giving us an adequately quiet & safe resting spot with protection in the middle for the surviving horses.</p><p></p><p>The gm still could have sent a monster attack against us and it would have been plausible, however for recognizing a weakness in the pregen adventure's design, they ruled it was good for one full rest. They pretty well intimated that before too long, something was going to investigate why the dead monster was being quiet, so enjoy our win.</p><p></p><p>In the "rest for some, not all" category, we had planned on letting the cleric get a long rest if need be using Meld with Stone, since it obscures what happens outside. However it would make us targets. Tired, sleepy, mostly stationary targets with tired, sleepy horses. So the need would have to be high enough to justify the additional risks. (Which might be mitigated by sending a couple horses into the maze alone, to satiate some of the denizens. Or it could attract more, who knows. Life of Adventure!)</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 8896632, member: 9254"] Hopefully most people agree that the old fashioned "you can only get a rest when you sleep in a town after (milestone) encounters" is a relic of war gaming and should be consigned to the dustbin of history alongside only earning xp for kills. And yet I think the GM must be able to say "these conditions are inadequate for a rest". IMHO, anyone in the lower planes should have immense problems resting for any of a near-infinity of reasons that boil down to "no rest for the wicked". However it should be apparent to a majority of the party why a rest is implausible from gm descriptions (possibly after the first attempted rest ended....poorly). Its too hot, too cold, poppies that will cause you to sleep until you die, soil infested with earwigs, whatever. Ideally, the players are asking "do we think we could actually rest in these conditions?" Those then become a potentially solvable problem and should also reflect the inhabitants. (Heat/cold resistant, doesn't breath/doesn't sleep/poison resistant, no ears/sleeps underwater, etc) Maybe the party can scrape enough resources together for a few PCs to rest, but not everyone or not every night. I.e. in a recent game we were in a labyrinth full of a shrieking cacophony, punctuated by moments of absolute silence that was explicitly designed to prevent rest outside of a handful of specific locations. We did manage to rest unexpectedly because we used a cantrip. There was a 50ft long tunnel in a garden used as an escape route by a monster. After defeating the monster as it tried to escape, we used Mold Earth to move enough dirt from the garden to block the tunnels within a foot of the ceiling for 10ft from the entrances and then put up Tiny Huts at both ends, giving us an adequately quiet & safe resting spot with protection in the middle for the surviving horses. The gm still could have sent a monster attack against us and it would have been plausible, however for recognizing a weakness in the pregen adventure's design, they ruled it was good for one full rest. They pretty well intimated that before too long, something was going to investigate why the dead monster was being quiet, so enjoy our win. In the "rest for some, not all" category, we had planned on letting the cleric get a long rest if need be using Meld with Stone, since it obscures what happens outside. However it would make us targets. Tired, sleepy, mostly stationary targets with tired, sleepy horses. So the need would have to be high enough to justify the additional risks. (Which might be mitigated by sending a couple horses into the maze alone, to satiate some of the denizens. Or it could attract more, who knows. Life of Adventure!) [/QUOTE]
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