- Joined
- Apr 25, 2020
That's a problem with resting in general, and it's why earlier editions focused so heavily on random encounters and wandering monsters. Eight hours is a long-ass time, and any disruption from even a relatively weak group of enemies or a small threat is going to cancel the rest.The problem with "Skirmishes" is how tanky 4e characters are if you give them 5 minutes to catch their breath.
In one campaign, the party had to cross a dangerous area regularly. So I reduced the complexity to "Roll Nature/Streetwise/Dungeoneering, pull some things off the RET, and then have them roll and just peel off healing surges" and someone in the party could sacrifice a daily to just auto-win a random encounter. The issue was dinging them for healing surges wasn't a great deterrent because one long rest and they were back to full. So it was mostly just pointless and slightly frustrating for players.
The only real solution there is up the urgency and make it so they can't take a long rest, but that tends to just make everyone feel rushed and frazzled and stresses the players in the bad way, not the fun way.
My GM only allows for long rests as chapter breaks. If we're in hostile territory, even short rests roll for patrols/wandering monsters. And if the enemy we're going up against is commander by an intelligent entity, even short rests are hard to get because we'll be getting harassed every time we stopped for five minutes.