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@vortraz20542 жыл бұрын
I like most of your stuff but this vid is basically promoting a design that doesnt make combat fun. A phrase coined by Matt Coleville, Action oriented combat is how we make combat worth its salt, If your not familiar with it I suggest looking for his vid on it and then coming back to the rest of my comment here. Using these adventuring day rules you can screw over action oriented combat especially for lower level parties. When the game typically STARTS and you need to hook players into sticking with it. These adventuring rules in fact, COMPLETELY screw action oriented combat even for casters with their limited spells, let alone for fighters who already have a hard time in this way. Players who are out of resources, spells spell like abilities charges class features, and are running out of things to DO, slowly but surely drains the blood from combat and makes it feel like a waste of time. You would have to hand out magic items, homebrew, or give players enviormental options, new ideas, or martial actions to keep combat from just straight up sucking to be part of. and you probably know that inherently, but its not good to forget it in the video and talk about these adventuring rules in a vacuum I think. People will make this mistake and use the rules incorrectly not recognizing the side effects and how to mitigate them. One of the changes I use at my table is fighter players get opportunity attacks from 10ft away and can shift 5ft to get in attack range as part of their reaction. Fighters get the short stick, just let them have opportunity attacks and reposition a little, it helps give them that battlefield commando fantasy that everyone wishes fighters had
@saibogu002love3 жыл бұрын
-You find the throne room, the evil king has left and his special guard force is there waiting for you, arrows already pointed at you. -HOW COULD THIS HAPPEN ? All we did is take a 18h nap in the castle's kitchen.
@wypmangames3 жыл бұрын
this tbh
@knightghaleon3 жыл бұрын
my party rested in the middle of an enemy rolling fortress's janitor closet and woke up with an army waiting outside the door. They barely made it out of there. Imagine filling a hallway with soldiers outside a closet.
@richardboulanger33933 жыл бұрын
I just had a conversation wtih the wife about this vs Runequest, her area of expertise in RPGs. I used the example that yes, you COULD storm a castle, portcullis slamming down behind you, dealing mayhem and murder to the denizens, and lock yourself in a tower behind a stout door to take a SHORT rest, but when the banging on the door ended and the smoke started to curl from under the door, short rest would be over and gosh, what now?
@banjoboi37293 жыл бұрын
In my campaign, Strahd decided to force a character to dig his own grave while the others watched... The wizard immediately asked if that counts as a long rest.
@davidbeppler30323 жыл бұрын
It does for the wizard. :)
@jbark6783 жыл бұрын
Smart Wizard
@novaiscool13 жыл бұрын
Depends on how long he took to dig the grave.
@SporeMurph3 жыл бұрын
If the Wizard can casually sleep during the digging. Sure.
@richardboulanger33933 жыл бұрын
Think I've one that would ask how many XP they got for that.
@mikegould65903 жыл бұрын
To be honest, if my players rest too often, they get "visitors" while resting. I'm a big believer in the "organic world" concept, so resting in a dangerous area is...well...dangerous.
@Axiom_Link3 жыл бұрын
Yeah, I let my players try to take a long rest whenever they want. But I have them all roll a d6. If anyone rolls a 1 they don’t get the long rest and they get a deadly level encounter as punishment. It only took one of those before they became more judicious players.
@crimfan3 жыл бұрын
Yes, this is how things used to work in 1E: Random encounters beat up people who delay a lot.
@danieljones32913 жыл бұрын
In my BBEG stronghold I have Lair effects restricting long rests so you cannot gain the benefits from them even if you take them until you completely finish the section they are in (example: the floor of the dungeon they are on)
@ryrocks94873 жыл бұрын
Amen, I harass my players if they are lazy.
@ryrocks94873 жыл бұрын
@@danieljones3291 Your players will find your comments to cheat. They will do anything, really.
@FullSen213 жыл бұрын
20 minutes long video ? I better long rest after that, just to be sure.
@Frederic_S3 жыл бұрын
🤣 that was a good one
@TerryAVanguard3 жыл бұрын
Unfortunately because you long rested you missed the next video and could not gain the all powerful postion of first. Even worse your arch rival Mc Cat has positioned themselfs in the comments as king and brainwashed the yokles. Roll a wisdom save or take physic !DAMAGE! At this outrage and be stunned for 1d4 comments.
@benry0073 жыл бұрын
I find just the reminder that they need to wait for a whole day before they can long reat again usually makes them change their mind and do a short rest instead. Especially if you use the DM voice for 'are you sure??'.
@abhikan76543 жыл бұрын
And I beleive there are only two short rests per long rest. This rule especially seems like it was to combat this one bahaviour.
@benry0073 жыл бұрын
@@abhikan7654 I dont think I've needed to inforce that rule. Personally if they were doing alot I'd be fine with 3 or even 4 short rests.
@studentofsmith3 жыл бұрын
@@abhikan7654 I don't think there's any rule limiting how many short rests you can take.
@Humble1973 жыл бұрын
@@abhikan7654 this is not a rule at least in 5e.
@Pakhan773 жыл бұрын
Agree 100%. I give them an idea what time of the day it is and say "it's only been 2 hours since you woke up. You got about 6 to 8 hours more before you can long rest. What do you do? You can't long rest yet.
@golvic14363 жыл бұрын
Just texted my players asking them if they would like to take a long rest in a dungeon. One answered with a “we won’t fall for that again” and one of the others just kept screaming about kobolds and a TPK at 8th level.
@southron_d13493 жыл бұрын
Tucker's Kobolds strike again!
@itz_drakmin3 жыл бұрын
that sounds like it has a lot of lore to it and I really wanna know what happened
@Shade4003 жыл бұрын
Good job
@jamesrivettcarnac3 жыл бұрын
Kobolds are my favourite
@willmena963 жыл бұрын
I can confirm a lot of people don't know that mechanic. Every time I play with other people or DM for them, they don't believe me when I say you only long rest once a day or that you only get half your expended hit dice after a long rest.
@TerryAVanguard3 жыл бұрын
That dosent matter to much as an 8 hour rest is plenty enough time for the bad guys to get cannons trained on the sleeping camp of adventure, set up concealed posion spike pits and get a reinforcement of pike men to depend their archers
@MageLeaderInc3 жыл бұрын
@@TerryAVanguard what group do you play with that doesn't have a watch guard cycle?
@TerryAVanguard3 жыл бұрын
@@MageLeaderInc Depends where the take there rest, in a fortified room or a magical hut and sightlines come into play. Go a few rooms or hallways over for the trap and they wont see it comeing. But a group can do a lot in that time. Out in the wilderness during the day, your not likely to sneak up on them and set traps, but massive reinforcement and cannons could arrive. At night, dark visions is 120, 60 for most. Set up outside that range and a watch dosent matter. Just only do it with smart enemies
@rustydynamo10883 жыл бұрын
Everytime the camera isn't pointing at the DM he disappears into a demiplain
@sillyjellyfish24213 жыл бұрын
Zero object permanence, i see
@agsilverradio22253 жыл бұрын
No no no, you see, he's actually filming this from a deplane. When you don't see him, it means he's returned to the Prime, or the Ethereal.
@craigjones73433 жыл бұрын
He jumps into a portable hole.
@TerryAVanguard3 жыл бұрын
God stealth rolls, the Dm was always there. You shouldnt have made perception your dump stat.
@foxwilliam36553 жыл бұрын
also known as the DMplain
@EasyEight36743 жыл бұрын
The optional rules in the DMG are your friends. I use the following rules from the DMG for grittier gaming: 1. REALISM AND RESTING (PAGE 267 OF THE DMG) A short rest corresponds to a rest of eight hours and a long rest corresponds to a rest of seven days - during which he can engage in bureaucratic activities, administration, crafts, intrigue and politics, but cannot perform actions like fighting. 2. FIRST AID KITS (PG 266 OF DMG) A character can only spend a Hit Die when finishing a short rest if he has made use of the First Aid Kit before the short break to treat his wounds. 3. MASS DAMAGE (DMG PAGE 273) When a character receives damage that is greater than or equal to one-half of his total Life Points value, he must complete a Constitution endurance test with a DC 15. If he fails, he must roll 1d10 and observe the following effects... 4. INJURY (PAGE 272 OF THE DMG) In some combat situations, the characters can suffer some type of damage that causes permanent effects. The character is liable to suffer injury when: • It receives a critical attack from the opponent; • When it falls to 0 hit points and is not stabilized; • When he fails a death test for 5 or less From the Harnmaster 5e rules: 1. BLEEDING WOUNDS 2. INFECTION 3. SHOCK
@ishmaelmctigue6093 жыл бұрын
My rest system goes something along these lines. Quick Rest - 1 hour: A character may take a quick rest if they are in a place where they can treat their wounds (e.g. a campsite). At the end of a quick rest, a character may expend a Hit Die and recover that much HP, but may not gain other effects of a short rest. Short Rest - 6 hours: A character may take a short rest if they are in a place of relative safety (e.g. a farmhouse). At the end of a short rest, a character may gain the full effects of a short rest. Long Rest - 3 days: A character may take a long rest if they are in a comfortable, safe place (e.g. a town). At the end of a long rest, a character may gain the full effects of a long rest. If they aren't in a place of safety it's not that they can't take a rest, it's that it leads to scenarios similar to this: Me: "Alright, you guys are taking a short rest out in the wilderness, okay." Player 1: "Yeah, we can't make it back to town, we have to take our chances here." Player 2: "Yeah, these ruins are protected from the elements, and we can have a watch from that wall." Me: *Chuckles whilst opening my notes to the part that details the tortured souls of the soldiers who died here* "That's a good thought."
@haz70723 жыл бұрын
casters have to wait 3 days to get spell slots back? huh
@moquips3 жыл бұрын
I'm toying around with a very similar concept. Do you allow players to craft Magic Items? Because that could be done in a safe place, but requires daily spells. So the Magic Item Crafting rules would need to be tweaked or a single magic item would require multiple casters. In your world, what happens if a caster casts a spell while taking a "Long Rest"? Does it restart the counter for the long rest?
@ishmaelmctigue6093 жыл бұрын
@@moquips for your purposes, if you are in a setting where they can craft such items, then by all means let them do that. If it ever comes into question when they actually get their spells back, depending on the setting once again, you could rule that they regain the spells daily or otherwise. My setting doesn't allow players to make magic items, so I don't have this problem. I would suggest homebrewing such rules as you see fit. I use these rules to limit HP regain (and the players are also studying spells, praying in temples, and sacrificing things). It makes it much more dangerous to go out of the safety of large communities. I hope I answered your question!
@moquips3 жыл бұрын
@@ishmaelmctigue609 That helped a little... The problem is you are using these rules to limit health regain to "increase the danger", while I am trying to limit spell slot regain, to lower the overall "magic level" of the campaign world... At least by a little bit... It's still there, just a little more rare and its use is more meaningful. However, limiting spell slot regain seems to screw up certain magic options. I re-read the crafting rules in XGtE and noticed *those* rules don't actually require spell slots, so that is fixed, but some spells have effects if cast every day for a certain amount of time (Teleportation Circle, Nystul's Magic Aura, etc.)
@Lionrhod2123 жыл бұрын
@@moquips Well, it depends on the item being made, but personally I would restrict crafting many magic items to downtime. 1) They need a dedicated workspace, filled with appropriate tools, materials and research info which isn't happening in the middle of a dungeon. 2) They need to devote time to meditation with the object and possibly crafting (though they could maybe hire crafters, such as a blacksmith to make the blade of a sword itself. Especially if they aren't proficient in the materials the object is made of. Additionally, perhaps the item can only be worked on during certain moon phases, astrological conjunctions, seasons or weather patterns. So perhaps your crafter can only work on the item 1 day per month, during the new moon, and it will take 8 total crafting days to finish (8 months in total). Or it can only be worked on during a thunderstorm. Or only when the Moon is in Pisces. That will also keep your magically crafted items to a minimum, without worrying about spell slots.
@joem14803 жыл бұрын
The Wizard used to remind the teacher they forgot to give homework, didn't he?
@nomobobby3 жыл бұрын
"Oh teacher, what about the homework due today?" *entire class glares* with the burning hatred of a thousand suns. "Thank you wizard, everyone pass up there papers to the front row!" Giant groan from everyone.
@shishoka3 жыл бұрын
@nomobobby You only think that because you guys didn't do your homework most of the time. For each of you there were twelve students that could improve their scores and at least three students who would lose the assignment between the due date and the teacher remembering the assignment and get a drop in their score. They'd all groan but kids don't want to eat vegetables either. Wizard is the hero that they need.
@joem14803 жыл бұрын
@@shishoka except that at least one of those 12 you mentioned was acing every single test and was ahead of the class in every way. The only reason their grades were poor was they were too busy reading and learning to do homework that was effectively just wasting their time with things they already knew.
@nomobobby3 жыл бұрын
JK but I'll give you this one Joe, that said. I think that perspective is hard to see when your in school. Its up there with questions like why do have school/why am I studying X? Something that isn't clear until you get out and have to use those skills you learned to tackle real life problems. Or help you keep learning new skills after school ends.
@Dar2Jee3 жыл бұрын
tbh if the teacher does not give homework he has not planned for it. its unlikely that a teacher actually forgets about giving them since lessons are planned in advance like several days/weeks ago
@88Grabarz3 жыл бұрын
My low level players decided to take a long rest in the middle of the kobold infested dungeon. They barricaded themself in the room and felt quite safe. But this changed when they heard kobolds building something on the other side of the door. Barrels with flammable substance were dragged to the dors. Barricades were created to cover crossbow shooters and other slowing methods were also implemented. My players then realized that they made a mistake and now face both enemy strong point and starvation risk :D
@TaberIV3 жыл бұрын
I don't run particularly long sessions, but I still like to have a level of challenge. I also don't want the whole session to be combat, so I pretty much make every encounter "deadly" lol
@VeteranVandal2 жыл бұрын
Same. Kinda bad habit tho, at least for me...
@shroomer38673 жыл бұрын
The game “Darkest Dungeon” has a good simulation of this, where you need a special item which takes up a valuable space to make fire and rest and there’s always a chance of an ambush. It’s kinda different but you can implement something similar
@TheGaboom2 жыл бұрын
When playing Solasta; It requires you to have 1 Ration for each character to take a long rest If you want to track items for purposes of resting; you can do that You'd likely also want to be sure to pay attention to encumbrance - so that hunting becomes a more relevant skill since that lets them get away with storing more rations "Long Rests" for later
@thehulkster94343 жыл бұрын
Also keep in mind that combat is not the only way to drain resources - chases and natural hazards can chip away at spell slots and hit points too. If you are expecting them to use spells to cross a river or counting on traps eating away at hit points, those still can be part of the overall resource drain if you don't want to load up on combat encounters (although you probably need something more elaborate than those to really make it a meaningful drain)
@jamesmartin80053 жыл бұрын
Yah, agreed. combat is only one Encounter type. There are Exploration encounters that you just described, (A complex trap is an exploration encounter) And then their are social encounters. A social encounter too isnt all just 'talky talky'. That would be a social interaction, not a social encounter. A social encounter has skill checks, spells, items, and resource drain as well. Also remember too that Exploration encounters and social encounters net the PC's experience points as well. Not just combat. This isn't D&D 3.5 anymore. xD
@sethsee37883 жыл бұрын
Great video! I personally like to run Gritty Realism in my campaign while my players are out in the wilderness. A short rest is 8 hours and a long is 3 days, but they rest normally in civilization. It emphasizes overland travel encounters and makes long journeys more interesting. Do you think you'd ever consider doing a video on balancing for powerful parties? Everyone knows the CR system falls apart in later levels and it doesn't take onto account gold, magic items, or homebrew rules that allow feats at level 1 (or Theros campaigns). It'd be really useful to get some practical advice on ways to challenge parties that punch above their weight class, or at least help give new DMs an understanding of how exactly magic items affect party power. Love your content, Luke. Keep it up! :)
@unwithering53133 жыл бұрын
What about characters who are accustomed to living in the wild? (like Outlanders and the average Ranger)
@alarin6123 жыл бұрын
At the time of this post, about 1700 relieved Dungeon Masters and 23 suddenly nervous players have weighed in on this video.
@Kgbrit1233 жыл бұрын
Thanks Luke, this really helped. I’ve been following your videos for a while now and really appreciate them. I’m on session 2 of curse of Strahd (revamped) and the party are picking up where they left off on the third floor landing having beaten the Animated Armour. This is our second campaign having played Lost Mines (which was great as we were all new to DnD - even me as DM having never even played as a Pc) and your videos have really helped me to explain mechanics to my players and also to myself! I think I might encourage the players to short/long rest in the children’s room as they are very squishy still at level 1, with the Armour having knocked one player down. I’m not out to kill my players and want them to remember about the resting mechanic. Thanks again! I appreciate it dude!
@agsilverradio22253 жыл бұрын
There should be about about 4 types of rest. Short (1 Hour), Long (8 Hour Camping), Full (8 Hours in town), and extended (7 Days in town.) ... Short Rest (1 hour, do it anywhere) works like vanilla short rests. ... Long rest (8 hour of camping in the wilderness.) Restores class features, but does not heal HP, hit-dice, or lingering effects (i.e. curses, deseases, exhaustion-levels, lingering-injury, insanity, ext.) This kind of rest is likely to be interrupted by survival tasks and wilderness encounters, based on location and DM discretion. ... Full Rest (8 hours, but you must be in a safe and comfortable place, like in a town, or camping but with an army of bodyguards) Works like the vanilla long rest. This may cost coin (see lifestyle expenses in the PHB.) It also may be interrupted by urban encounters, like crime or rivals, based on D.M. discursion. ... Extended Rest (7 days of light-activity shore-leave in a safe location like a town.) Acts like a long rest, plus some lingering effects may be healed, based on DM discretion. You may also do light downtime activities during this time. This may cost coin (see lifestyle expenses in the PHB.) It is also semi-likely interrupted by urban encounters, like crime or rivals, based on D.M. discursion.
@davecam48633 жыл бұрын
The whole rest system in 5e is literally my least favorite thing.
@crimfan3 жыл бұрын
Agreed. It really feels strange. D&D has never been too good at this but they really bungled it in this edition. Many classes get little or nothing from a short rest for example, so you end up with disagreement in the group around who needs rest when. The warlock, monk, and fighter are all fine with short rests while the sorcerer and paladin are pretty much "meh" about them. Mana potions could help but better design would make sure that every class gets *something* in a short rest.
@shamanspointofview80833 жыл бұрын
Ever tried a per hour based rest system?
@schemage22103 жыл бұрын
@@shamanspointofview8083 Interesting idea, but doesn't that just incentivise taking longer rests which is the problem?
@baydiac3 жыл бұрын
@@schemage2210 The problem is that for certain classes at lower levels, after every combat they need a short rest or are literally useless meatbags of HP to be drained during the next combat. Players trying to long rest after every combat encounter is no joke when the alternative is to risk another fight with 1hp and 0 spell slots.
@swaghauler83343 жыл бұрын
@@schemage2210 Just say a Long Rest needs to be a good night's sleep. Make a Short Rest a one-hour break (possible with a meal involved?). Do NOT forget to check for wandering monsters of other denizens of the complex coming to check on the bad guys during those rests!
@euansmith36993 жыл бұрын
"I'm always sitting right here; even when the camera isn't pointing at me." :D :D :D I like to have fewer encounters per "day"; so saying the PCs can only take one long rest per week, and that they need to do so in town. Making a Long Rest be the result of going to Mass on Sunday; rather like in the Pendragon RPG.
@matthewhuff73343 жыл бұрын
I've also heard a suggestion like this, where short rests take 8 hours and long rests take a week.
@stewartb10193 жыл бұрын
@@matthewhuff7334 Not just a suggestion; that is straight from the DM's guide as an alternative option.
@SomoneTookMyName3 жыл бұрын
Im old school and I find the CR system to be broken at best. Its not balanced at all. I tend to just look over the monsters stats and whatnot and go from there. I only use the CR rating a a quick reference. One thing I have noticed is the difference between Wizards published monster manuals and 3rd party monster manuals is huge when it comes to CR ratings. Well thought out characters can roll through encounters labeled deadly all day long with the Wizards monster manual. 3rd party stuff is a different story. Care must be taken. As someone who has been playing since the 80s. You sir do a fine job. Love your content.
@Lcirex3 жыл бұрын
Does Luke get so much done in the week by partying up with his cats and getting the benefits of the cats being in a semi permanent long rest all the time?
@goodgulfgas3 жыл бұрын
It's right there in the PHB "A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits." BOOM.
@jgr74873 жыл бұрын
you can always break their rest with a surprise encounter.
@fanana61933 жыл бұрын
Yeah that is what I like to do when the party camps in a dangerous area. I rule that they only get the benefits of a short rest when that happens.
@jasond.60683 жыл бұрын
@@fanana6193 Rules as written, a long rest can be interrupted for up to one hour before it doesnt count as a rest anymore (PHB p186 under "long rest"). But then its not a rest, period. However, if the rest is cancelled I would rule it like you, with a canceled long rest counting as short rest, if the players rested long enough.
@shishoka3 жыл бұрын
@Jason D. Wouldn't an encounter cancel out the effects of a short rest? Besides, much better to have them all fall asleep and wake up stripped naked in a pit. Elf: "Hey! I'm immune to magical sleep effects!" GM "Yes, but not psionic sleep effects or poisons." THERE ARE REASONS NOT TO REST INSIDE THE DUNGEON!
@jasond.60683 жыл бұрын
@@shishoka If the party takes a long rest, but is drawn into a combat encounter after, say, 4 hours, and this combat encounter lasts for no longer than an hour, the party can continue their rest for 4 more hours and gain the benefits of a long rest (thats how it is written in the Players Handbook). If the players decide to cancel their attempt at a long rest in this situation, I treat the first hour of the long rest as a short rest, which is a rule we decided on at the table. And yes I agree with you that no player should have a chance of a long rest inside a dungeon without the enemy getting the same preptime or chances to get the jump on them. An alternative to this whole kerfuffle would be to use gritty realism rests which take 8h (short rest) and 7 days (long rest) respectively.
@heathenwizard3 жыл бұрын
Short rests maybe, but not long rests unless they spend an hour in strenuous effort. There’s nothing that really stops a party from finishing a rest after a combat encounter.
@DiogoMudo3 жыл бұрын
Oh I miss my old Zargon Hero Quest screen. I shed a tear every new video Luke posts.
@schemage22103 жыл бұрын
And here is what any experienced DM will tell you, and what Luke knows but isn't advertising up front: RAW the adventuring day mechanic is based solely on 5th editions broken experience system. The math for determining how difficult an encounter is, and therefore how many of said encounters should be used per "adventuring day" fails in just about every way to the point where its famously said that even the game designers don't use it. A single easy encounter can lead to a near TPK but oh wait, you already planned 5 more encounters that session before allowing for room to take a long rest..... Or at the same token, hard or lethal encounters could be flown through with minimal (if any) expendiature of resourses. The math DOES'T work and therefore cannot be trusted to make these decisions so your back to "ESTIMATING" when a long rest is required. It is also worth pointing out that while the adventuring day can be applied to any game, it is by its nature more useful to dungeon crawls. In any other game a far better solution is to provide narrative time constraints that will pressure the party into not taking that "unneccessary long rest". IE, sure you can take that long rest but if you do the dragon will fly down off its mountain and destroy your town as it promised to do on x day. When given a valid reason, players will opt to continue forward and not take a rest but when there is no time pressure, resting is the easy option.
@ruenvedder59213 жыл бұрын
I think the adventuring day mechanic is excellent for designing dungeons depending on how you think rests should happen in the dungeon
@varelsemind57413 жыл бұрын
Personally, I think it's frustrating to crawl through tiresome encounters, with decreasing response capacity. In general, having fewer, but more violent, encounters, but facing them with full strength, is more fun and exciting.
@Klijpo3 жыл бұрын
This is where the encounter mechanic can clash with the narrative aspect of the game. My main issue with Long Rests is hit point replenishment. I might home-rule a difference between a Sleep Rest (where spell slots come back and half the hit dice are restored, and maybe a leve of exhaustion reduced with a successful Con save; hit dice can be spent to replenish hit points if necessary), basically camping in less than safe areas, and a Good Rest (with all the standard benefits of a standard Long Rest), which needs a safe place, decent food, and reasonably comfy beds. Basically the difference between an axious sleep stop in Moria and being cared for in Lothlorien...
@loganricard87133 жыл бұрын
I use the gritty realism rules, night resting is only a short rest and a long rest is a week. My players go out for 2-4 days while having about 6-9 encounters before taking a long rest. This has actually proved to be really fun and challenging. My players have also been enjoying downtime activities during the week long rest. Really nice video and keep up the work!
@ogeuphonium12183 жыл бұрын
I actually have the opposite problem. My group never asks for any kind of rest unless I somehow describe that the area that there is quiet and without any creatures around. They never go out of their way to ask if there's a Tavern or Inn in nearby if they're in between admission or something
@ndowroccus41683 жыл бұрын
Same, I get scared for my group thinking: “these guys are walking a razors edge”! The cleric doesn’t bring up the “rest” question until his spells are out, (we play 2e in this group (we have over 80 books)), and his mace has one heal left (he has a Clerics Blessed Heart (staff of curing basically: one big heal, 3 small a day). He is their only healer, per se. the rest hoard healing pots...but even if they are out, they risk death and go forward but cautiously. They really do know the count and how screwed they are at that point but love the fear or something, because they totally move forward with formation checks, avoid puzzles, check traps etc...things they normally forget to do. So I know they know the hand they are dealing with. Love it. I will foreshadow a tough fight, with small hints (like if they are pushing on and a boss/leader and swarm are ahead, on their checks I let them know that a din of many voices of creatures can be heard down the hall...and they make the call
@lifereturned3 жыл бұрын
I had a group that I was the DM of last year. They wanted to take a Long Rest due to some bad RNG during a "normal" level fight; however, they were in a dungeon that was overrun by the undead. They stone shaped themselves into a room making it almost impossible for the types of undead that they were facing to randomly find them. I allowed them to take their long rest; however, they started the day off with saving throws for possession as the spirts of the dead were attempting to take over their bodies. One of the part failed the saving throw and the part had to fight their party member to expel the spirt. I have found that a good way to make a pseudo restriction on the amount of rests that a party takes is to have environmental dangers, random deadly monsters, or in the case of intelligent creatures, traps for the players. If I had a group of players that wanted to clear a dungeon one room per day. After the 2nd attempt of them doing this they would encounter enemy reinforcements that have come in from behind them blocking off the entrance to the dungeon or a deadly trap that explodes or drops the player down to a pitfall or lower portion of the dungeon.
@michaelthomas19163 жыл бұрын
Perfect timing for this video.
@Hallinwar3 жыл бұрын
Oh Idk Isn't it just easier to roll if they get random encounter with enemies? It will disturb their long rest, drain resourses.. penilize them for LR in a middle of enemy territory) And time aspect would get job done. PCs can't just sit and wait 8 hours if they have a mission to find and rescue
@zarathudoo3 жыл бұрын
Thanks for this video from a DM since age 10 getting back into 5th Edition with Roll20. At the end of our last session, my min-max Munchkin players started talking about taking more long rests. Now I feel capable of tackling their open and notorious plotting with more than the DM's grin followed by the reply "you can do that, but are you sure?"
@Magic-nx2fb3 жыл бұрын
My players once took a long rest in front of the BBEG's throne room using leomunds tiny hut and I gave them PTSD so bad they haven't cast that spell in over a year. I had to explain to them just last session that it is still a great spell that can make an uneasy location safe, they just shouldn't use it while in line of sight with the boss XD
@satansbarman3 жыл бұрын
I feel like i might regret asking this, but what did the BBEG do that gave them PTSD?
@kyleharrell48533 жыл бұрын
I'm curious too.
@Magic-nx2fb3 жыл бұрын
@@satansbarman well it was an ice wizard and there were 4 giant pillars of ice for cover and environment. While they were sleeping, he created 4 "ice elementals" (just reflavored water elementals) that hid within these pillars. Initiative ended up working perfectly too because my party is a barbarian with the rest being a back line. So the barbarian rushes forward to the boss, and the next turn is all 4 of them emerge from the ice, surrounding the entire squishy party without the tank. They were only 5th level at this point so pretty much the only reason they survived was because they long rested before hand and I had the elementals disappear when the boss went down. They held them off for a couple rounds, but most of the fight was the bard taking the dodge action and rotating through the incapacitated allies using healing word to make sure no one fully died while the barbarian desperately wailed on the boss barely finishing him off in time. Party of 7 at the time
@jbark6783 жыл бұрын
This makes me think of Koibu's 1 week long rest, 8 hr short rest rule.
@CallenExile3 жыл бұрын
That's the gritty realism rule in the DMG.
@Nr47473 жыл бұрын
A character can't benfit from more than 1 long rest in a 24-hour period. This is RAW and works just fine - no need to implement overly punishing "a long rest takes a week"-mechanics.
@davidrobertson3123 жыл бұрын
Exactly. Once every 24 hours locks down any abuse.
@studentofsmith3 жыл бұрын
It depends. If you're running a story-based campaign where combat is infrequent but you still want those combats to be challenging you can either make them deadly or you can make rests take longer so players still feel the need to conserve their resources.
@TerryAVanguard3 жыл бұрын
I run event based combat where days and months can go by. Travel time is important and choices matter because the world keeps moveing. If the players want to effect it they have to move 2. Tried the week long rest as I thought it fit better. The problem is actions of players effects the speed they can get stuff done and one week can be to long or to short based on actions.
@moquips3 жыл бұрын
Long Rests taking a week are RAW too... DMG p. 267 - Gritty Realism rule variant
@TerryAVanguard3 жыл бұрын
@@moquips The big problem isnt how long it takes but the narrative flow of the story with enough realism so player stay immersed and dont feel jipped You can run an entire campaign in the space of an hour or it cand take centuries
@friendlytalbot40503 жыл бұрын
That's a very good way of showing how to do it. I never had the mental capacity to understand how to calculate it, and just used to go by my guts.
@dalemoffatt3 жыл бұрын
So happy to see this being preached in a public format. I’ve been harping on this advice on reddit for a while now but I’m just one single metric scrub. If even one group gets to start having a better game because it’s more balanced and challenging because their DM had the slightest idea how this game is designed then I will have completed my mission.
@adarian3 жыл бұрын
A bit of advice for using this system of encounter design. Certain classes in your party skew this design a fair bit in either direction if they make up a good percentage of your party. The larger the party with a skewed mix or a larger skew causes more issue. Classes that have very little or no expendable resources beyond health points but still perform at near or equal level of classes that are expending resources. Rogues, Fighters, Barbarians, Paladins, Rangers and Warlocks and even bards depending on college all can do extremely well while using little to no long rest resources. Classes that perform poorly without resource expenditure like Cleric, Wizard, Druid and Sorcerer and bards depending on college skew it the other way as they must spend more long rest resources to have good effectiveness. A rogue really has no refill only on a long rest resources they rely on and is one of the highest damage per round classes especially if you use flanking rules. Fighters are the same with no real long rest resources you are waiting on. Paladin has their spell slots but they can do pretty well using them sparingly and only smiting on crits or when it is important enough. Barbarians only limiting factor is their rages but even without rage their damage is ok and if they save their rages only for when they are going to be the one taking damage it is easy to spread out thru the day. Rangers can do extremely well in a combat encounter with just hunters mark at the start and that is it so 1 spell per encounter. Warlocks can simply blow their load and get it back on a short rest and fill in any gaps with a barrage of eldritch blast which is likely to be near the amount of damage that the others are doing just with that. Clerics, Wizards, Sorcerers and Druids and bards depending on college. all perform pretty poorly if they are not using long rest dependent resources. Cantrips other than eldritch blast for a warlock are pretty poor. Many rely on saves which is even worse. Hitting a 19AC pit fiend with a spell attack is just over 50/50 at that level of play. A Fighter hitting that same pit fiend will likely be even easier than the spell attack if they have a +x weapon. Getting that same pit fiend to fail a dex save for your sacred flame to land is 50/50 or less. Now these classes do very well when they use their resources, but they must use them to even keep on par. Basically if you have a group and a majority of them are non resource classes then you might want to skew the whole days encounter difficulty a bit up and if they are a majority resource dependent classes you might want to take it a smidge down. I run 8 man groups and if there is a large skew one way or another it can be very obvious. Cleric, fighter, rogue, paladin, ranger, warlock, barbarian, druid could fight several difficult fights and then take a short rest and be at 90% effectiveness while a cleric, wizard, sorcerer, druid, barbarian, second sorcerer, warlock, ranger group would fight the same fights and then short rest and only be going into the next set starting at 65% effectiveness.
@Lionrhod2123 жыл бұрын
Agreed. Right now I'm playing a 5e rogue. I'm mostly distance (shortbow) damage, because the party has a couple tanks. Although I've been knocked unconscious a few times, most battles leave me relatively unscathed. (Thanks also to cunning action/hide and a very dark (Icewind Dale) landscape. In most cases I end up with very little healing/hd needed at the end of a battle, where my tanks and my healers & casters are often depleted at the end of battle. Partly due to the fact that since we're traveling, the DM relies largely on one super deadly encounter/day and partly because one of my fellow players (the dwarf barbarian) is a Leeroy Jenkins who gets our party into scrapes that we don't need to be part of. Oh, and because our present DM just doesn't enjoy negotiation as a tactic. So yeah, I almost see a need for 2 different rest mechanics depending on the type of class you're playing.
@voraninono3 жыл бұрын
For resting, we're using Giffyglyph rules, see their Darker Dungeons ruleset chapters 32 "Short Rest" and 33 "Long Rest". Be it session preparation and encounters' balancing for the DM, or adventure preparation, balance between classes and meaningful downtime activities for the players, it is simply a way more enjoyable experience than the classical "adventuring day".
@euansmith36993 жыл бұрын
Blimey, that's free?!!!!
@dannesan943 жыл бұрын
Omg thank you for the tip! Started reading it and it sounds awesome!
@euansmith36993 жыл бұрын
@@dannesan94 Indeed, it seems to cover half the things I've been trying to come up with for my own games :D
@euansmith36993 жыл бұрын
@@dannesan94 I like the way that they burn unspent hit dice as the outcome to some events. It could make a neat alternative to life draining monsters.
@voraninono3 жыл бұрын
Giffyglyph rules are truly wonderful, and pretty customisable as you can cherry pick pretty much each "module" that you want (some can be too much bookkeeping-heavy, difficult or simply too bothersome for some groups, like chapter 31 "Stress & Afflictions" but some others are so simple and elegant that I feel like pretty much everybody should use it, like chapter 11 "Ammunition Dice"). Not only that, but between their Monster Maker, and some of their Darker Dungeons ruleset like chapter 2 "Creating Adventures" and 3 "Trials", you have very solid guidelines on how to create, customise and balance your encounters, your adventures and even your whole campaign.
@foxheadl1693 жыл бұрын
I LOVE commenting because of the algorithm and it's non stop rampage!
@jonavonk23033 жыл бұрын
Dear mr YoutTube, I want you to know that Luke does not completely suck.
@craigjones73433 жыл бұрын
He just mostly sucks😁
@schemage22103 жыл бұрын
This is completely subjective.
@sovest5553 жыл бұрын
I mean I make it very clear as the DM when they can take certain rests. Usually 1-3 short rests with a long rest at the end is how I do it. That said...at higher tiers, I usually play encounter difficulty by ear, since CR tends to be a little sketchy for certain parties the higher level they get.
@alejogarciainesta14343 жыл бұрын
You can read page 84 of the dungeon master guide... Or you can watch the video (which I truly recommend:)
@SpookyGhostIsHere3 жыл бұрын
Love this video. There’s a rule where DM’s can roll for encounters for each hour of rest, less often if in a safer area, with maybe no folks when in a town or other safe place. It’s a mechanic from pg 85/86 of the DMG under “Triggering Random Encounters” that is great. Usually an encounter is done on a 18+, then rolled on a table or made by the DM. This makes long rests dangerous when not in a safe place, and short rests less dangerous, but still a little risky. I also say a group might automatically fail if their presence has been made known within an area too early, which makes stealth much more viable for parties. CR is usually calculated by calculating damage per round, armor class, and hit points (rather than CR, I have found that assuming each character in a party deals 3 damage per level helps me know how many rounds a creature will survive given the armor class/hit points calculation in the DM workshop). This part works pretty well, but most monsters come with effects that aren’t as easily quantified, and that’s where things get messy with CR. Hence Shadows and the Hydra.
@taskerwanlin41023 жыл бұрын
Easily one of the most informative dnd videos on KZbin, thank you so much. I’ll be DMing my first mini campaign in the summer and I’m considering using 8-hour short rests and 24-hour long rests to help with the pacing of this. There will be some overland travel in the desert so it’ll be nice to have that stuff factor in to their adventures and also not have to make every random encounter deadly
@petergilligan48033 жыл бұрын
Luke....you don't completely suck. You make my game and my day better on a regular basis.
@brandonduer29713 жыл бұрын
I just realized how amazingly well you are at editing those intro skits Like I knew they were all you but it's so fluid that it didn't process until now lol You do great work
@thomaskroeker53163 жыл бұрын
Long rests in the middle of a dungeon is a problem I have been having in my D&D games for a long time and this video was really helpful for fixing it! I am definitely using some of the suggestions in there. Also, a story about long rests (this story kind of goes against what I just said about long rests, but this was a game where someone else was DMing and the DM wasn't having problems with too many long rests): once in a game I was playing, we once fought a pack of wolves, an evil druid with his orc minions (this was a boss battle), a bunch of mushrooms and their flameskull master, some blind svirfneblin, and finally 40 skeletons before our party had the chance to take a long rest.
@farmonious4203 жыл бұрын
Great vid! I let the PC's roll after an encounter to find an appropriate to long rest. They fail, and they run into another encounter (to a max of 3). They pass and they can long rest. Works well with my group. Keep up the great vids Luke. Stay Happy and Healthy.
@MD-ch3sw3 жыл бұрын
As a new DM, with a group that's never played before (me included). I've found this hard to manage. But what I settled on was for the first 4/5 levels I had one "set" of encounters in a day and built the story to work with that. But then going forward I forced more to happen knowing they weren't all just going to end up unconscious all the time
@DBArtsCreators7 ай бұрын
I find the best way to figure out the adventuring day is to simply figure out how many enemies/obstacles you want the party to encounter at max (using one of the online calculators) and then divvy up those enemies into groups that makes sense. For a dungeon, that simply means populating its various areas and making sure there are a few where a party could hold up for a short rest (and rarely a long rest if the dungeon is one they aren't meant to leave for awhile). For overland travel, it means setting up little points where players will encounter the enemies/obstacles (either being ambushed, both groups being surprised, getting the drop on the enemies/hazard, or both recognizing the other from a distance and needing to make a decision on how to act). Can also work for civilized areas too, as a way of setting up how dangerous any given area is IF the players decide to cause trouble there for any reason (villages likely aren't that dangerous, while cities could be more dangerous than an ancient dragon's dungeon just due to the mass numbers of armed & trained guards/civilians within range of any given street).
@KraftyMattKraft3 жыл бұрын
I use a house rule on rests. You simply cannot long rest while in a "danger zone," such as in the middle of a dungeon or forest full of orcs and hobgoblins. It doesn't matter if a rest is 1 hour or 8 hours in these areas, it is considered a short rest. While in a danger zone, the players will be too concerned with what might be around the next corner or just beyond their campfire light to get any real meaningful rest. The characters have to get back to a place of shelter, inn, or town to take a long rest. Different genre, and I know that it is not heroic fantasy, but look at movies like Saving Private Ryan. The squad never really got any meaningful rest during that entire movie, with exception of the church that was being protected by an entire company of allies . . and even then Tom Hanks' character did not really benefit from the long rest.
@jasonreed75222 жыл бұрын
I like the description of no long rests in a danger zone, but some spells or strategies may help out in some contexts. Obviously if you sleep in the dungeon you will almost certainly get found in the 8hrs it takes, and the characters would know that and have trouble resting properly. But if your in some dense woods i could see some attempts to improvr quality of sleep like tiny hut, mansion, setting a watch rotation, or even just sleeping in the canopy (with tools). Depending on luck (roll for a random encounter) and quality of the attempt they may earn a true long rest or you could homebrew a partial long rest (you spent 8hrs laying down with you eyes closed, some of which was unconscious, or you slept on a rock, you hurt from it). The benefits of a partial long rest from poor sleep quality definitely needs to be established in advance, but should be somewhere between a short and long rest.
@bon70293 жыл бұрын
Players: We want to take a long rest after every battle. DM: Have it your way. Later Players: WHY ARE THESE FIGHTS SO HARD?! DM: You wanted to rest after every battle and I adapted the campaign to fit that.
@alistairbolden63402 жыл бұрын
That is a much better way to go honestly it means encounters will be far less boring for your players. You should not have a situation where casters are using cantrips every turn in combat, that means the combat is far to easy. Make them use spell slots and then allow them to rest.
@mark_sturzbecher3 жыл бұрын
Adventuring Day =/= a Day Long Rest =/= 8 hours sleep anywhere Players in my game earn 'Adventuring Breaks' (which are 2 weeks long). These breaks can be used to select Downtimes (crafting an item, selling/buying loot, train an ability, etc.) I just tell them they get (2) Long Rests between every Adventuring break they take; and treat the ability to Long Rest like a resource. (no limit to Short Rests)
@studentofsmith3 жыл бұрын
I feel like how and when to rest should be a strategic decision made by the players with costs and benefits either way, not something dictated by the DM.
@thajocoth3 жыл бұрын
Calculating by CR sucks in my experience. Action Economy tends to be a better estimator for what the party can handle, as long as the CR isn't WAY off the deep end. Even when using the adventuring day mechanic, I wind up with encounters the book would call "Deadly" for 90% of my encounters, and most still get defeated easily (or bypassed).
@saltysnot3 жыл бұрын
I didn't even know about the adventuring day rules. Thank you for another great video. My players have no idea how much of their fun is owed to your videos!
@Cubics_Rube3 жыл бұрын
My main problem with the Adventuring Day mechanic is that most of the time - at least in the types of stories I like to tell - it makes absolutely no sense that the party encounters 6-8 hostile groups to fight with in an adventuring day. And I won't even mention how it would slow the game down to a crawl, because that's another topic. It's a perfectly suited idea for a Dungeon Crawl style session, but I like roleplaying in civilization/urban areas and only occasionally send my party into a dungeon crawl. *So what am I supposed to do as a DM if the party is bored and want to fight but they are not in a dungeon where long resting is risky?* How am I supposed to balance game mechanics with "realistic" storytelling. "You are walking through a hamlet when all of a sudden you are attacked by 4 bandits; Now that you defeated them the sound of the commotion attracts an owlbear; Now that the owlbear is dead, suddenly two Giant Vultures swoop in; After making bird-fillet and rested for an hour a goblin raiding party shows up to have fun with you, and by have fun I mean roll initiative." The problem is clear, right? Even with suspension of disbelief, its hard to swallow that the average adventuring party runs into all this crap in one day and everyone tries to attack them. And what is stopping the party to just leave and rest? It's not like I can pressure them with, for example: losing out on loot like in a dungeon. ("What treasure? We are just trying to get to point B") I think this is because DnD is mainly designed around the Dungeon Crawl, but most people don't play it that way. (FeltheLeb did a video about resting and he ran polls too. Most DMs said they have 1-3 encounters max.) But if I don't use the resting mechanic I purposely nerf Warlocks and Fighters (I have both in my current group) and other classes designed around short rests. Then at that point the question arises that why am I running DnD if I don't use it's intended mechanics to its fullest? Anyway, thank you for coming to my TED talk.
@studentofsmith3 жыл бұрын
Lots of people simply make short and long rests take longer. There's even an official Gritty Realism rest variant in the DMG where a short rest is 8 hours and a long rest is one week.
@tivonor23 жыл бұрын
i am so glad that luke covered this. i had this issue, and looked everywhere but never found an answer.
@victorsangabrielg3 жыл бұрын
Luke!!! 10:30 - you said Short Rest instead of Long Rest! - one of your best videos by the way. Congrats.
@ADT19952 жыл бұрын
It makes my day that you talked about the little known long rest rule... It came up last night actually where I pointed out that we couldn't long rest right then because we had finished a long rest just a few minutes before, (and I was actually playing a wizard)... Thankfully the DM overruled the RAW because one way or another we were waiting until nightfall and it was 11 hours away from night, and the only resources we had spent since the last rest was that I had cast fog cloud twice (we were level 10, so two 1st level slots weren't a massive deal) My wizard was short lived though because the reward for the quest was the deck of many things, me of course being me decided to immediately draw three cards from the deck, the first was a vizier, the second was the void... I never found out what the third one was because my soul was ripped from my body and transported into an undisclosed location.... That's two sessions in a row I've managed to eviscerate myself, last time I broke a staff of power because we were in a TPK scenario and I convinced the rest of the party to get away because I told them "back away because I'm about to drop a nuke and it's going to hurt". I think they thought I was going to drop a synaptic static or something, but I broke my staff of power instead.
@RavingNutter3 жыл бұрын
My current campaign runs on a a tiered mission system. The players are given three or four adventure arcs to choose from and the order in which they choose to do them determines the difficulty and narrative as the not so BBEG has had more time to achieve their objectives and are thus stronger. My players spent 2 long rests in what was supposed to be a stealth style mission cause they refused to use any of their infiltration abilities and instead threw themselves against groups of enemies they did not need to fight, getting their butts whooped, and retreating to long rest only to repeat the same method again. When it came to for them to fight the final boss of that arc, they had to fight its higher tiered version which was a beyond deadly encounter, as the enemies were well aware of the players attacking them and thus accelerated their plans. They only survived the encounter due to the intervention of a NPC (who only showed up because one of my players had the bright idea to call them for help) and a cleverly placed explosive trap. They no longer think I'm joking when I say I'm not trying to kill you, but I'm not trying to save you either.
@williamvelousky67123 жыл бұрын
Thank you! I'm a new DM and I've been looking for a way to gage my encounters since I'm using a homebrew style D&D game. This helps a lot!
@pokefuranku3 жыл бұрын
An important point that you don't mentioned, is there are some balance between classes that is broken when you don't use correctly the Adventuring Day. Most martial classes are desinged to be good and constant, meawhile spellcasters usually are very strong but limited in resources. An "encounter - long rest - encounter" results in most spellcasters been more powerful than they must be, and most martials been weaker. Anyway, excelent video. I relly love it and I learned a lot :D
@Jediknight4043 жыл бұрын
this is what I needed. I haven't ran into the issue of constant long-resting players, but the information about encounter building is definitely helpful. Going to use it from now on.
@AsbakNL3 жыл бұрын
meanwhile me playing as a thief rogue "guess i will sneak attack not like that ever runs out"
@davidbeppler30323 жыл бұрын
glitter dust is an enemy spell too. :)
@VoctorVideo3 жыл бұрын
I use a house rule that helps with overuse of long and short rests. The way it works is every character has an Adrenaline Power - a powerful special ability that they must spend a resource called Adrenaline to use. Characters gain 1 point of Adrenaline at the end of their turn as long as they're in combat against a credible threat. They lose their Adrenaline when they rest. Between the potential risk of random encounters and the loss of their saved Adrenaline, the players recognize that there's a trade-off to the rest mechanics that keeps them from trying to rest after every encounter. As a nice bonus it also gives each character a limited-use super move that is fun and adds some more variety to combat.
@SenseiLatte3 жыл бұрын
I don't really get why people get so angry when the rules of the game are pointed out to them. If you want to just do whatever you want, go do improv or something. Equally people getting mad at someone for reminding a DM of a rule just seems scummy to me.
@studentofsmith3 жыл бұрын
The rules are important. The rules are what make D&D a game rather than just an exercise in collaborative storytelling. While the DM is free to depart from the rules they should at least know when they are doing it.
@InquisitorThorn3 жыл бұрын
Had a player point out that another player was pointing out rules that didn't benefit the party. Took them awhile to figure out that the goal isn't to survive/win, it's to have fun while you're playing, and hiding info from the GM is akin to lying/cheating.
@5FlyingOstriches3 жыл бұрын
I'm preparing my first dungeon delve without a module ever, so this is super useful and appreciated. For traps and puzzles, how would you guys categorize them? Easy, medium?
@Ambers1283 жыл бұрын
Traps have CRs too based on DCs to overcome and damage they can deal.
@TheBedevilers3 жыл бұрын
Most traps are likely easy but in my mind could even be trivial if the players use no resources or take no damage when reaching them. Depends on the trap though. If you make a complex trap that results in multiple resources being used to get past it then I could see it push towards medium or hard. This would be pretty hard to judge though.
@franksaffen3 жыл бұрын
Xanathar's Guide to Everything has an excellent section called Traps Revisited (pg 113) that gives great guidelines for creating traps of different difficulties.
@MelRiffe3 жыл бұрын
Appreciate the video irrespective how the CR system is broken and doesn't take into account a party's true power when they possess magical items; just means us DMs need to be aware of this when using encounter builders (myself included - I always forget the party is super powerful because i gave them magical loot). Thanks, Luke, for reminding us to think about adventure design in the context of rests & "adventuring days".
@rafaelcalmon28583 жыл бұрын
Well, personally, the rule about waiting 24 hours is all the dungeon master needs to know to stop excessive long resting. The fact that a lot of things can happen in 24 hours is obvious and the players should be as aware of that as the dungeon master, if they aren't it means they think they're playing a videogame rather than a TTRPG. And I 100% don't mind if they do manage to take a long rest when they don't really "need" it. Personally, with me on the wheel, if they manage to ACTUALLY finish a f***ing 8 HOUR LONG rest, they earned it. The consequences may differ depending on the situation (like Luke mentioned, more enemies may show up, etc), but as far as the resources go, they earned that restock. Recovering resources is as much a mechanic as exploiting the environment or applying special tactics in the fact that ALL OF THEM ARE ABOUT PLAYERS TRYING TO MAKE FIGHTS EASIER. Don't give it to them for free, but don't consider it wrongly exploiting the game mechanic either. Make them work for it, to be smart about how they do it. If you're doing your job right, they will have to work hard to earn getting these resources back, and if they do it right they should. In fact, succeeding in that can feel as rewarding as solving a puzzle, which in fact is pretty much what figuring out how to succeed in getting a long rest in an unfavorable situation will usually be like: like figuring out a puzzle. Finally, "need" is a waaaaaaaaay too relative a term. An "unneeded" long rest might be the reason all PCs survive a deadly encounter rather than having one of them die. And for many, specially in a character driven campaign, that would mean the long rest was absolutely "needed".
@Phox1463 жыл бұрын
Thank you for sharing this man! I've seen so many noobie GMs make this mistake and I've seen it happen WAY too often in games when I've been a player. Now I can just send them this link :D
@JERKIMBALL13 жыл бұрын
Good breakdown of that mechanic, I like to put the pressure on by wearing away the player resources and then running to do a long rest always ended up having them fresh for the mini boss/ boss fights, be using that restocking idea for sure!
@will66713 жыл бұрын
so glad i saw this! i was at a loss for how to run my next encounters, which are tomorrow. without this there would have most likely been a tpk, or maybe it would have been a cakewalk. anyway, this also let me put even more thought into how i was going to wrap all my encounters together. im so glad to have seen this!
@connerwhite77433 жыл бұрын
Hey KZbin, this guy doesn't completely suck. He's actually pretty helpful for us DMs so yeah.
@thomaseskra62853 жыл бұрын
Hey Luke what do you use to make VTT maps? I’ve been trying to find one for battle maps and can’t decide what to use.
@paulyoung95783 жыл бұрын
I think this is one of your best videos yet. Really great DM tips
@HowtoRPG3 жыл бұрын
That so useful Adventuring Day mechanic. Some good points Luke.
@KenSexe673 жыл бұрын
Love the videos...one problem I have is that you look pretty young so that when I hear your phrase "I have been playing DnD since high school" I immediately think "oh, about 5 years then...". Keep up the great videos!
@elisedesautel76693 жыл бұрын
Hey, new DM I've used some of this but had not thought of it like this before. Thank you. I feel like this gave me lots of skills to help not having to always have a ticking clock.
@CorvusStudios3 жыл бұрын
This was one of the best videos! It put it all together. I was sort of already figuring all this out myself but it really put it all together and said it works. I don't like having lots of encounters myself like you said. So it gave me real actionable information.
@MiloshFitzroy3 жыл бұрын
... isn’t that dungeon screen from Hero Quest....?
@zreyon3 жыл бұрын
I wonder how the gritty realism optional rest rule fits into the adventuring day mechanic. That's the only thing I miss in this video, though as it's an optional rule wasn't expecting to see it addressed.
@FrostSpike3 жыл бұрын
They just have to rely on magical healing overnight. That means that healing potions and cleric spell slots get depleted more quickly. That's how it was in earlier editions - not this 5e wake up fully healed nonsense. ;-)
@TheMatinow3 жыл бұрын
Great video, this was my biggest mistake as beggining DM. When I started limiting long rests I finally was able to stop using tricks like making monster HP pools bigger. The biggest critique of this system I have is the number of monster multiplication, especially if you want to team up monsters with a large CR gap, and for higher level adventurers. For random encounters I propose using the rule of CR of encounter monsters = half of total party level, f.e. for 5 lvl 5 adventurers combined CR of monsters should be 12,5 ([5*5]/2) worked great in my case and it is useful for making encounters without thinking if it will be too hard or too easy. (Using your example with Hobgoblins this would be 1 Warlord, 2 Iron Shadows and 5 Hobgoblins)
@bleddynwolf84633 жыл бұрын
how do handle tiny hut, RAW, the only way to disable it is through disintegrate or dispel magic, its very safe and comfortable, you can't burrow under it, and is expressly designed to facilitate long rests.
@theatheistbear31172 жыл бұрын
@@bleddynwolf8463 Have the monsters doing things while they are in the hut. Read the spell again. It’s not omnipotent.
@bleddynwolf84632 жыл бұрын
@@theatheistbear3117 i'm well aware how the spell works, as i described. if the monsters know what a tiny hut is, which varies massivley on how common magic is in your world, and your monsters have nothing better to do then wait up to 8 hours in an ambush or something, sure they can prepare.
@theatheistbear31172 жыл бұрын
@@bleddynwolf8463 The DM Lair did an entire video on Tiny Hut. You might want to check it out. If you still think it’s broken you can always ban it.
@bleddynwolf84632 жыл бұрын
@@theatheistbear3117 i never said it was broken, i was inquiring how OP dealt with tiny hut.
@chrisbunton58813 жыл бұрын
literally just started using the encounter builder on dnd beyond and i love it. for me if players seem to be trying to take too many rests i try and distract them with a sound of a distant creature or the dungeon itself. this sometimes prompts them to go check it out
@centurosproductions88273 жыл бұрын
This issue is why I like the way the system 13th Age does it: you get a Full Heal (restores your HP and any "daily" abilities) after roughly 4 combats, flavored as resting or even just as gathering your resolve to continue. This is completely disconnected from the day-night cycle or what else the characters actually do, since HP is just an abstraction of luck and fatigue and not Meat Points anyway.
@alsitte3 жыл бұрын
a couple close together waves of enemies is a good long rest preventer and usually compels the group to expend resources to be in fighting shape.
@erikkennedy87253 жыл бұрын
Anyone remember Dragon Mountain? Level 15 module. Primary foe... kobolds. Their main strategy was interrupting rests, so by the time the party reached the actual boss, they were completely exhausted.
@Subariel3 жыл бұрын
i usually use the various encounters as waves, but leaving space for them to short rest is sometimes more art than science.
@moquips3 жыл бұрын
Still trying to figure that out myself...
@ken.droid-the-unique3 жыл бұрын
I agree, Luke. You do not completely suck.
@justmonica92532 жыл бұрын
Here's how I do things. My players haven't cottoned on yet, and it's worked out for me so far. I always improvise travel times such that my players arrive at a dungeon in the mid afternoon. This simple step sets up a tempo that I can design around. The players can explore the dungeon taking rests (I play pf2e so not technically short rests, but they do need to refocus and treat wounds, so same thing really). By the time my players feel tuckered out, out of resources, it will basically be time to take a long rest. They have control over that, because honestly it is inconceivable that they'll run out of steam too early, or keep going too late; they'll pretty much always be ready to rest in the evening to midnight range. Then they can take that rest- I don't much care for night encounters honestly, you do you but I find them a headache the players dont appreciate enough to be worth it- as they please, bringing them to th morning. Now they can continue their exploration, but now with it being probably a bad idea to rest again, given they'll have to wait a large part of the day to do so. If only through experience, I have a good sense for making my dungeons about the right length for this one rest approach to pretty much always work.
@vincentherrington28173 жыл бұрын
Personally I switched to the "Gritty Realism" resting variant and never looked back. Your bit on how to use the adventuring day really got me thinking about how I can "use the adventuring week" so to speak. Now I've got a whole new way of thinking about this.
@Cloud_Seeker3 жыл бұрын
I have a question for you. How do you balance a day of adventuring? Do you use weaker monsters or how do you go about making a fair but challanging dungeon.
@claudiofreitas94253 жыл бұрын
You inform them that the current place is too dangerous, and that they will not be able to gain the benefits of a Long Rest.
@julienzakaib97443 жыл бұрын
Tried that. Players started planning ways to make the current place safe enough to be able to long rest, such as building shelter, setting up traps and defenses, etc..
@katherineminor34023 жыл бұрын
Until they get lemonds tiny hut
@InquisitorThorn3 жыл бұрын
@@julienzakaib9744 Use the weather or temperature changes. If it's a dangerous area have them interrupted multiple times. As the DM it's your call.
@julienzakaib97443 жыл бұрын
@@InquisitorThorn weather is definitely under utilized a lot of the time, that's a good suggestion. I think the trick is to not pull that type of stuff too often or else it starts to feel contrived from a story telling perspective
@christophedlauer14433 жыл бұрын
@@julienzakaib9744 Leomunds tiny hut is a neat trick- until the other side brings a counterspell / dispel magic to the party. Or just floods the section of the dungeon the party set up camp in and bricks up the entrance. And sure - "enemies can't get into the safety bubble" - says the wizard, but when two giant ogres are roaring at the party and smashing the bubble with their clubs so it rings like a dull bell ... how much rest would YOU get ?
@mikemiller46083 жыл бұрын
I would use a base depending on area and add 5% per hour for rest therefore, in a safe area with a zero base, hour 1 rolling a one on a d20 would be an encounter. Hour 2, a roll of two or less would be an encounter etc. If you are in a more dangerous area you increase the base percentage start at 10, or even 20 or 30%. This simulates the more gritty or realistic chance for an encounter for the party The DM can create a customized table to correspond to the adventure. It could be something as innocently perceived as traders coming by or in more dangerous areas a patrol, or even just game for food. The point would be to give the players not the characters but the players a sense of time passing this way they would start to maximize their time not have an encounter at 9 in the morning, long rest until 5:00 in the afternoon, have an encounter at 7:00 in the evening. (Meaning the party has only traveled for 2 hours in this day.) Allowing the players to visualize the actual passing of a day will make them be more aware of how far they must travel the time involved and all of the other minutia that seems to be lacking in many 5e adventures. Using time as another consideration is also a good tactic. You can set up your scenarios such as the party must be at a certain point at a certain day/time or something catastrophic may happen. These are just some old tricks I used when I was Dming in ADnD. (This may be a bit old-fashioned but it used to work for me.) I hope this helps somebody.
@GregoryVangilbergen Жыл бұрын
Signal to noise ratio is a little off. Answer at minute 14 of a 17-minute video 😅 So a long rest needs to have consequences (see random encounters). And a long rest can only be done every 24 hours, so you can introduce a ticking clock mechanic. Got it thanks!
@jasonpartridge5102 жыл бұрын
Thanks, you have saved me a world of pain and given me many ideas for my players. It is time to stretch those player resources (for at least 24 game hrs)