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	<title>Comments on: Stop Sleeping In Dungeons</title>
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	<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons</link>
	<description>A blog for all fans of Dungeons &#38; Dragons.</description>
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		<title>By: Nostri</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-120711</link>
		<dc:creator>Nostri</dc:creator>
		<pubDate>Tue, 07 Jun 2011 00:14:15 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-120711</guid>
		<description>I know this is a bit late but what I do to prevent the 4 hour adventuring day is introduce a mechanic from the LARP I go to. In the LARP I attend spell points and other once per day abilities are regained &quot;at convergence when the planes align&quot; twice per day. Once at 6am and once at 6pm. For a tabletop game I say that the mystical forces that a wizard (or sorcerer, or cleric or whatever) uses to memorize spells won&#039;t be back into the proper alignment again for 12 hours or so so they may as well keep walking and fighting.</description>
		<content:encoded><![CDATA[<p>I know this is a bit late but what I do to prevent the 4 hour adventuring day is introduce a mechanic from the LARP I go to. In the LARP I attend spell points and other once per day abilities are regained &#8220;at convergence when the planes align&#8221; twice per day. Once at 6am and once at 6pm. For a tabletop game I say that the mystical forces that a wizard (or sorcerer, or cleric or whatever) uses to memorize spells won&#8217;t be back into the proper alignment again for 12 hours or so so they may as well keep walking and fighting.</p>
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		<title>By: Bradley</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-84211</link>
		<dc:creator>Bradley</dc:creator>
		<pubDate>Fri, 26 Feb 2010 05:47:18 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-84211</guid>
		<description>Whenever I would need to regain my spells I would cast Rope Trick and the party would climb up there and pull the rope up with them. Whenever I ever run out of spells the only use I am is a low hit point poorly aiming guy with a bow; this is because I really like the Batman wizard build, which is quite literally useless without spells.</description>
		<content:encoded><![CDATA[<p>Whenever I would need to regain my spells I would cast Rope Trick and the party would climb up there and pull the rope up with them. Whenever I ever run out of spells the only use I am is a low hit point poorly aiming guy with a bow; this is because I really like the Batman wizard build, which is quite literally useless without spells.</p>
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		<title>By: ScooterJohn</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-50869</link>
		<dc:creator>ScooterJohn</dc:creator>
		<pubDate>Mon, 28 Jul 2008 07:27:10 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-50869</guid>
		<description>I came upon this site because this is exactly what my players are doing.  They are experienced (on average).  They are in a dungeon that is serving as a full-blown place of operations of the bad guys, so the fact that they &quot;cut the power&quot; in one section, got in a fight with a group of enemies heading to figure out why the magical lights won&#039;t work anymore, and one of them got away, makes me think it&#039;s pretty silly that they march back to the &quot;power room&quot;, and try to sleep/rest for 8 hours unbothered.  They didn&#039;t even try to barricade themselves in.  The most experienced player even had the audacity to try to do some post-rest number crunching, saying &quot;assuming there&#039;s no random encounters, I&#039;m going to...&quot;   
Hahahaa!  You tricky devil.  I knew he was really really hoping for such.  But I thought I made it clear that this is a organized place, with smart bad people!  You can&#039;t just set up camp!  

To be nice, I&#039;m not going to do a TPK (I considered it briefly), and I don&#039;t think I&#039;m going to do something that guarantees the death of one or two of them either (which I really considered).  I think I&#039;ll give them a chance to relocate.  An invisible spy will probably be caught by their rouge (who never requires sleep because of his race), and perhaps killed.  I&#039;ll have something about it tip them off that much much worse is coming and they are not safe.

Unless I can just come up with a reason why they didn&#039;t get ambushed and slaughtered...  (My DM&#039;ing style is that there must be a reason behind everything.)

Lastly, I would like to say that it would be nice if magic worked in a way where it was &quot;by encounter&quot;.  Or just required a &quot;decent bit of time to rejuvenate&quot;.  The trade off would probably be less spell slots.  4th edition may have fixed it, but I&#039;m not a big fan of 4e so far.</description>
		<content:encoded><![CDATA[<p>I came upon this site because this is exactly what my players are doing.  They are experienced (on average).  They are in a dungeon that is serving as a full-blown place of operations of the bad guys, so the fact that they &#8220;cut the power&#8221; in one section, got in a fight with a group of enemies heading to figure out why the magical lights won&#8217;t work anymore, and one of them got away, makes me think it&#8217;s pretty silly that they march back to the &#8220;power room&#8221;, and try to sleep/rest for 8 hours unbothered.  They didn&#8217;t even try to barricade themselves in.  The most experienced player even had the audacity to try to do some post-rest number crunching, saying &#8220;assuming there&#8217;s no random encounters, I&#8217;m going to&#8230;&#8221;<br />
Hahahaa!  You tricky devil.  I knew he was really really hoping for such.  But I thought I made it clear that this is a organized place, with smart bad people!  You can&#8217;t just set up camp!  </p>
<p>To be nice, I&#8217;m not going to do a TPK (I considered it briefly), and I don&#8217;t think I&#8217;m going to do something that guarantees the death of one or two of them either (which I really considered).  I think I&#8217;ll give them a chance to relocate.  An invisible spy will probably be caught by their rouge (who never requires sleep because of his race), and perhaps killed.  I&#8217;ll have something about it tip them off that much much worse is coming and they are not safe.</p>
<p>Unless I can just come up with a reason why they didn&#8217;t get ambushed and slaughtered&#8230;  (My DM&#8217;ing style is that there must be a reason behind everything.)</p>
<p>Lastly, I would like to say that it would be nice if magic worked in a way where it was &#8220;by encounter&#8221;.  Or just required a &#8220;decent bit of time to rejuvenate&#8221;.  The trade off would probably be less spell slots.  4th edition may have fixed it, but I&#8217;m not a big fan of 4e so far.</p>
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		<title>By: Andy</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-45705</link>
		<dc:creator>Andy</dc:creator>
		<pubDate>Tue, 20 May 2008 20:35:31 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-45705</guid>
		<description>really this is something that should be decided between players and DM, as a group
how do you want your game to feel?
do you want to skip all the boring parts, and keep the laughter in slaughter?
or maybe you want something dark and gritty, with the party continually hanging onto survival.
you also need to clearly define &quot;day&quot; in &quot;spells per day&quot; - is it 24 hours? a cycle of the sun? the time between sleep cycles? make sure your universe is well defined for your players, since their characters live in it and should be familiar with it.
no &quot;wait what do you mean the days are 36 hours long?&quot; - there&#039;s no way the characters wouldn&#039;t know that, so the players have to know it too.</description>
		<content:encoded><![CDATA[<p>really this is something that should be decided between players and DM, as a group<br />
how do you want your game to feel?<br />
do you want to skip all the boring parts, and keep the laughter in slaughter?<br />
or maybe you want something dark and gritty, with the party continually hanging onto survival.<br />
you also need to clearly define &#8220;day&#8221; in &#8220;spells per day&#8221; &#8211; is it 24 hours? a cycle of the sun? the time between sleep cycles? make sure your universe is well defined for your players, since their characters live in it and should be familiar with it.<br />
no &#8220;wait what do you mean the days are 36 hours long?&#8221; &#8211; there&#8217;s no way the characters wouldn&#8217;t know that, so the players have to know it too.</p>
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		<title>By: Truepath</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-22553</link>
		<dc:creator>Truepath</dc:creator>
		<pubDate>Fri, 05 Oct 2007 02:06:39 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-22553</guid>
		<description>@Stripes

Huh, I&#039;m missing the issue.  Supposing the players are in an area of the dungeon that is suited for their current level.  Then the badies that get &#039;regenerated&#039; or healed will also be appropriate for their level.

Actually I think this &#039;problem&#039; only results from skimping on the part of the DM and short cutting all the rules about sleeping and armor.  Unless your players just wander around in dungeons AT RANDOM and kill shit (which is a bad game anyway) they usually descend into dungeons to accomplish specific goals and often there is some intelligence or group opposing them.  If the players are smart enough to barricade themselves in a room the baddies should be smart enough to attack them in the middle of the night or lay an ambush for them outside the door.

If the baddies come busting through the door and you make all the fighters in the party take the full time to done their plate mail (complete with attacks of opportunity) and the like your players will learn fast that sleeping in dungeons is a bad idea (if they make it out alive).  At the very least this will force the players to use some pretty hardcore magic to keep themselves safe mitigating the value of resting and relearning spells.

But even if they make it through the night the players should run into an ambush in the next room.  Given the harms of being flat footed and suffering through a surprise rain of poisoned arrows before being rushed by a *larger* body of baddies should make the dangers of sleeping in dungeons clear. 

Moreover, if you are careful about keeping track of provisions the players will have to lug carts around to carry drinking water around with them.  Of course they could just try and find water in the dungeon but that carries with it more risks (clever baddie might poision them).

@Thorin

What does that even mean?  Taken literally it actually seems to suggest that if you cast a spell before going to bed you can&#039;t relearn that until the next evening but this seems to be contradicted by the examples in the PHB.

---

To clarify my earlier point I meant that unopposed barricading themselves in the dungeon makes for a bad game.  I don&#039;t think players ought to be punished for it, the situation should just be roleplayed and the players should suffer from all the risks that would reasonably occur.  There is a host of spells in the PHB designed just to protect players while holing up and players should be allowed to make full use of them.  However, the reason the spells are there is because of the risk that this tactic carries.</description>
		<content:encoded><![CDATA[<p>@Stripes</p>
<p>Huh, I&#8217;m missing the issue.  Supposing the players are in an area of the dungeon that is suited for their current level.  Then the badies that get &#8216;regenerated&#8217; or healed will also be appropriate for their level.</p>
<p>Actually I think this &#8216;problem&#8217; only results from skimping on the part of the DM and short cutting all the rules about sleeping and armor.  Unless your players just wander around in dungeons AT RANDOM and kill shit (which is a bad game anyway) they usually descend into dungeons to accomplish specific goals and often there is some intelligence or group opposing them.  If the players are smart enough to barricade themselves in a room the baddies should be smart enough to attack them in the middle of the night or lay an ambush for them outside the door.</p>
<p>If the baddies come busting through the door and you make all the fighters in the party take the full time to done their plate mail (complete with attacks of opportunity) and the like your players will learn fast that sleeping in dungeons is a bad idea (if they make it out alive).  At the very least this will force the players to use some pretty hardcore magic to keep themselves safe mitigating the value of resting and relearning spells.</p>
<p>But even if they make it through the night the players should run into an ambush in the next room.  Given the harms of being flat footed and suffering through a surprise rain of poisoned arrows before being rushed by a *larger* body of baddies should make the dangers of sleeping in dungeons clear. </p>
<p>Moreover, if you are careful about keeping track of provisions the players will have to lug carts around to carry drinking water around with them.  Of course they could just try and find water in the dungeon but that carries with it more risks (clever baddie might poision them).</p>
<p>@Thorin</p>
<p>What does that even mean?  Taken literally it actually seems to suggest that if you cast a spell before going to bed you can&#8217;t relearn that until the next evening but this seems to be contradicted by the examples in the PHB.</p>
<p>&#8212;</p>
<p>To clarify my earlier point I meant that unopposed barricading themselves in the dungeon makes for a bad game.  I don&#8217;t think players ought to be punished for it, the situation should just be roleplayed and the players should suffer from all the risks that would reasonably occur.  There is a host of spells in the PHB designed just to protect players while holing up and players should be allowed to make full use of them.  However, the reason the spells are there is because of the risk that this tactic carries.</p>
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		<title>By: Stripes</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-19343</link>
		<dc:creator>Stripes</dc:creator>
		<pubDate>Fri, 31 Aug 2007 21:28:35 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-19343</guid>
		<description>So if we take the answer of just letting the dungeon repopulate encounters after a while an adventure geared to take a party from 1st to 3rd level may take them a lot farther (as they have a ton of extra monsters to fight).  That&#039;ll make the mid to end game more boring as the challenges crafted to push a 2nd level party won&#039;t push a 3rd level party, so you have to beef them up too.



Alternately, if there isn&#039;t a lot of backtracking then there won&#039;t be many extra encounters...until they complete the adventure and have to fight their way out.   Which is anticlimactic, and leaves 3rd level characters facing L2 and then L1 threats, even more anticlimactic.   Or worse yet, there isn&#039;t really any backtracking and the last encounter has an alternate exit, so there is zero backtracking.   The repopulated dungeon has no effect.



None of that means I have an answer.   So far the best I have done is wondering monster once got a party to move on, and once the party abandoned a strategically valuable space after killing the guards, so extra guards were posted, they were extra alert, and there was a trap of sorts.    Nothing that has really made a strong impact.</description>
		<content:encoded><![CDATA[<p>So if we take the answer of just letting the dungeon repopulate encounters after a while an adventure geared to take a party from 1st to 3rd level may take them a lot farther (as they have a ton of extra monsters to fight).  That&#8217;ll make the mid to end game more boring as the challenges crafted to push a 2nd level party won&#8217;t push a 3rd level party, so you have to beef them up too.</p>
<p>Alternately, if there isn&#8217;t a lot of backtracking then there won&#8217;t be many extra encounters&#8230;until they complete the adventure and have to fight their way out.   Which is anticlimactic, and leaves 3rd level characters facing L2 and then L1 threats, even more anticlimactic.   Or worse yet, there isn&#8217;t really any backtracking and the last encounter has an alternate exit, so there is zero backtracking.   The repopulated dungeon has no effect.</p>
<p>None of that means I have an answer.   So far the best I have done is wondering monster once got a party to move on, and once the party abandoned a strategically valuable space after killing the guards, so extra guards were posted, they were extra alert, and there was a trap of sorts.    Nothing that has really made a strong impact.</p>
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		<title>By: Jonathan Drain</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-18856</link>
		<dc:creator>Jonathan Drain</dc:creator>
		<pubDate>Mon, 20 Aug 2007 20:22:02 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-18856</guid>
		<description>@Thorin: Even if we take that, we still have the second case of players barricading themselves in until the &quot;day&quot; is up.</description>
		<content:encoded><![CDATA[<p>@Thorin: Even if we take that, we still have the second case of players barricading themselves in until the &#8220;day&#8221; is up.</p>
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		<title>By: Thorin</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-18853</link>
		<dc:creator>Thorin</dc:creator>
		<pubDate>Mon, 20 Aug 2007 18:33:38 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-18853</guid>
		<description>From the D20 SRD (http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard):

&quot;Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.&quot;

It very clearly states that the spell slots listed on the table are how many are available per day.  Doesn&#039;t matter if you get a power nap in the middle of the day, if you&#039;ve used up your slots they&#039;re gone.</description>
		<content:encoded><![CDATA[<p>From the D20 SRD (<a href="http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard" rel="nofollow">http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard</a>):</p>
<p>&#8220;Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.&#8221;</p>
<p>It very clearly states that the spell slots listed on the table are how many are available per day.  Doesn&#8217;t matter if you get a power nap in the middle of the day, if you&#8217;ve used up your slots they&#8217;re gone.</p>
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		<title>By: storm</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-18812</link>
		<dc:creator>storm</dc:creator>
		<pubDate>Sun, 19 Aug 2007 17:21:42 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-18812</guid>
		<description>Repopulate the dungeon..  Monsters wander for a reason.  They&#039;re homeless, looking for a reasonable spot to hang their horns.  A dungeon with some sorta controlling beasty will quickly recruit more grunts, roll per day 5+CR monster to see if a replacement has been found.  you may want a 2 day rule here for the beasty to notice the loss.
If the dungeon has well known resources it may be a 10+CR per 2 day to replace a monster.
If the dungeon is just a goblin flop house  you could get away with a 15+CR per week roll to replace monsters.
Rarity of the monsters should come into serious consideration.  So a pack of trolls might be replaced by a bunch of goblins.. or if  the rarity roll points to rare an owlbear(insert dungeon appropriate party thrasher of your choice) might replace the pack of trolls.
OR
Perhaps townsfolk have notice that the dungeon is quiet.. being the gentrifying humanoids that they are, have decided to board up the dungeon.. maybe just boards, or stones, or boulders, or a tree shoved down the shaft of the opening.

Remember, only a cruel DM would let townspeople flood the dungeon. ;)

Storm</description>
		<content:encoded><![CDATA[<p>Repopulate the dungeon..  Monsters wander for a reason.  They&#8217;re homeless, looking for a reasonable spot to hang their horns.  A dungeon with some sorta controlling beasty will quickly recruit more grunts, roll per day 5+CR monster to see if a replacement has been found.  you may want a 2 day rule here for the beasty to notice the loss.<br />
If the dungeon has well known resources it may be a 10+CR per 2 day to replace a monster.<br />
If the dungeon is just a goblin flop house  you could get away with a 15+CR per week roll to replace monsters.<br />
Rarity of the monsters should come into serious consideration.  So a pack of trolls might be replaced by a bunch of goblins.. or if  the rarity roll points to rare an owlbear(insert dungeon appropriate party thrasher of your choice) might replace the pack of trolls.<br />
OR<br />
Perhaps townsfolk have notice that the dungeon is quiet.. being the gentrifying humanoids that they are, have decided to board up the dungeon.. maybe just boards, or stones, or boulders, or a tree shoved down the shaft of the opening.</p>
<p>Remember, only a cruel DM would let townspeople flood the dungeon. ;)</p>
<p>Storm</p>
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		<title>By: TruePath</title>
		<link>http://www.d20source.com/2007/05/stop-sleeping-in-dungeons/comment-page-1#comment-18806</link>
		<dc:creator>TruePath</dc:creator>
		<pubDate>Sun, 19 Aug 2007 10:08:14 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/05/stop-sleeping-in-dungeons#comment-18806</guid>
		<description>I agree that sleeping in dungeons is silly, ruins the atmosphere and saps excitement from the game.  However, it isn&#039;t the players fault and it certainly isn&#039;t bad roleplaying.  In fact, unless they are playing a suicidal/insanely reckless character roleplaying requires that they stop and rest if it is likely to help them survive the dungeon.  Surely we should expect a smart wizard in the party to be intimately familiar with what it takes to regenerate his spells and know how to take full advantage of this.

Also I don&#039;t like most of the heavy handed solutions here.  Saying the party can&#039;t rest because of noises or can&#039;t get to sleep again are unfair and ineffective.  They are unfair because surely any adventuring wizard should already know whether insomnia is going to cause him problems.  They are ineffective because a reasonably smart wizard will just learn a sleep/quite cantrip or buy some light sleep aids.

The real problem here is the stupidity of the sleep to relearn spells system.  Still if you don&#039;t want to tear that out having dungeon creatures come to bother the party seems like a fair solution.  In fact anytime the party is resting and healing up the monsters should be doing so as well.  Any other solution will just run into huge trouble with the various spells letting players rest in pocket dimensions

In short I don&#039;t like it when the party is punished for taking the game seriously and being clever.  It&#039;s the DM&#039;s responsibility to make sure  sleeping in dungeons isn&#039;t a good strategy in his world not the player&#039;s responsibility not to use it.</description>
		<content:encoded><![CDATA[<p>I agree that sleeping in dungeons is silly, ruins the atmosphere and saps excitement from the game.  However, it isn&#8217;t the players fault and it certainly isn&#8217;t bad roleplaying.  In fact, unless they are playing a suicidal/insanely reckless character roleplaying requires that they stop and rest if it is likely to help them survive the dungeon.  Surely we should expect a smart wizard in the party to be intimately familiar with what it takes to regenerate his spells and know how to take full advantage of this.</p>
<p>Also I don&#8217;t like most of the heavy handed solutions here.  Saying the party can&#8217;t rest because of noises or can&#8217;t get to sleep again are unfair and ineffective.  They are unfair because surely any adventuring wizard should already know whether insomnia is going to cause him problems.  They are ineffective because a reasonably smart wizard will just learn a sleep/quite cantrip or buy some light sleep aids.</p>
<p>The real problem here is the stupidity of the sleep to relearn spells system.  Still if you don&#8217;t want to tear that out having dungeon creatures come to bother the party seems like a fair solution.  In fact anytime the party is resting and healing up the monsters should be doing so as well.  Any other solution will just run into huge trouble with the various spells letting players rest in pocket dimensions</p>
<p>In short I don&#8217;t like it when the party is punished for taking the game seriously and being clever.  It&#8217;s the DM&#8217;s responsibility to make sure  sleeping in dungeons isn&#8217;t a good strategy in his world not the player&#8217;s responsibility not to use it.</p>
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