Widely believed? First I’ve ever heard of it. Do people not short rest or just run through all their resources in the first two rounds of combat?
Yes, the modern style of play is 1-3 encounters per day with 0-1 short rests. No more dungeons, go nova on every encounter
This blew my fucking mind when I learned this.
Nothing about the game’s precarious balance works well if you don’t follow the adventuring day.
I push my players to the limit before they can take a long rest. If you blow your spell slots on stupid shit, you’re probably going to wipe later. If you take five days to find the lost children, they’ll be long eaten.
“Do you want to play a game that’s not a resource management game at its core?” “No we like DND”
I need to stop playing DND.
Back when I played D&D I followed the adventuring day except for during overland travel. The key thing is that not all encounters are combat. A riddle door, a trap, and a stubborn NPC are all encounters and the game is designed for you to include those too. I see kids these days saying 7 combats in a day is too much and I’m like “I agree, you don’t understand the adventuring day”. Instead of trying to learn, kids these days just ignore everything except combat and then complain combat is too slow
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.
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.
I can understand strongly limiting long rests. Letting players long rest between every encounter makes difficulty non-existent. Short rests though… classes that get resources back on short rests are balanced around the fact that they’ll likely get them frequently.