this post was submitted on 17 Aug 2023
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[โ€“] Hazama@lemmy.world 2 points 1 year ago (1 children)

Yeah, that's why I've started liking the idea of long rests are a week of rest, with short rests being a single night.

Really makes the resources a lot more precious if you're not getting them back during the same session. So many times of players being like, "whelp, I just burnt five spells, let's long rest"

What I should be doing is if you're long resting in the dungeon is having monsters show up, but I can literally see my players eyes glaze over when it's a random encounter like that.

[โ€“] jjjalljs@ttrpg.network 2 points 1 year ago

I feel like that's going to do weird things to your story pacing, and possibly put your players in an unwind position.

Like maybe they're idiots or unlucky and use a lot of resources, and need a rest. Does the plot allow a full week of the bad guys/natural disaster/whatever to do ita thing unimpeded?

The solution remains kill the adventuring day. It's not how most players actually want to play the game.