How to best deal with long dungeons that tax resources

Post/Author/DateTimePost
#1

Logain08

May 09, 2015 13:27:30

Hello everyone,

 

The group I'm in is currently doing an extremely long dungeon and it is great fun. It's clear our DM has put a lot of thought into this and discovering the many possibilities and layers within the dungeons is very cool. We have found out however, that it is difficult to keep on adventuring after a while. All PCs have used nearly all their HD to recover HP (each of us has only one left I guess and we're level 7).

 

As a paladin I used all but one of my spell slots, our fighter has had his maximum hit points reduced from 60 to 21, and I believe we're nearly through our potions. We have also used a long rest already to recover and we now have to resort to a short rest after nearly every fight since we start every fight pretty weakened. This adds a lot to the tension and drama, but it does make exploring rather difficult. The rules say you can only benefit from one long rest per one time period of 24 hours. This is fine, but roleplay-wise it would make no sense for us to just stop exploring the dungeon, especially since time is a bit of an issue. But all players realize we're stretched pretty thin and every fight could be our last.

 

Does anyone have any tips on dealing with prolonged dungeons and resource management in those scenarios? I don't think we're doing anything wrong, but maybe there are more experienced players here that have some good tips they are willing to share. Thanks a bunch!

 

For the record: we have a fighter, paladin and warlock in our group. Only three, but a new player will join us shortly and she'll be playing a moon druid. Until then we have to manage on our own.

#2

Kentus

May 09, 2015 14:03:09

If it's plausible, you should retreat for now and refill your resources. As long as there is no time-limit, there is no need to hustle, sleep in an inn, let your character relax and buy new supplies.

 

If there is a no re-entry reason: Take an extended rest (means you're resting until you can make a long rest), this should help with a lot of issues. Sometimes you just need more time in a dungeon and even though there might be random encounters, as long as the resting place is decent, you're likely surviving it.

 

If there is a strict time-limit: Grind your teeth and step forward. You're adventurers! And sacrifice the warlock, if things get tight. ;)

 

Dungeons are dangerous for a reason, not only the immediate danger, but also the attrition. This might be a bit hard right now, but will end up in a splendid memory... unless you're the warlock player and your character was thrown into the monsters jaw, so it will be distracted. ^^'

#3

WizardV

May 10, 2015 15:05:58

From a mechanics perspective it sounds as though you have the opportunity to take short rests, so short rest classes are going to be your salvation. A druid can get 2 wild shapes which provide ~70 hp at level 2 per short rest. A warlock get temp HP spells every short rest, a fighter gets second wind to heal, etc. If this is a frequent scenario gear your classes towards the environment in which you are placed.

 

Next, if your DM feels as you do there are variant rules for resting he can employ, up to and including cinematic rests that take no time at all or providing factors in the environment to provide restoration. Maybe you find a flumph, or a pixie or other helpful being trapped in the dungeon that helps you when you free it. Maybe that chest you find contains more potions. There are plenty of things your DM can do to help the situation.

#4

Logain08

May 11, 2015 9:55:50

It's not a frequent thing, but this is by far the longest dungeon we've ever done. Our DM is quite lenient with short rests since he understands the situation we're in, but he also likes that we now have to choose our battles more tactically and that we have to consider our remaining resources before every choice we make. All of us have only one 1HD remaining, so we're quite exhausted on that front as well.

 

Our warlock stays quite efficient throughout because of the short rests, same goes for the fighter. But as a paladin I only regain my channel divinity option on a short rest, so a lot of my "oomph" is gone at the moment. A bit jarring to be honest, that the warlock can remain so efficient during these times :-) Also, why should we sacrifice the warlock? :-)

 

It is definitely fun, but I feel like our group is flirting with an easy death at the moment and it doesn't feel very heroic that we basically have to rest after every encounter now. If we make it out of this alive, this will become one hell of a memory! :-)

#5

Kentus

May 10, 2015 15:54:18

Logain08 wrote:
#6

RulesJD

May 10, 2015 22:58:14

That's why Paladins multiclass into Warlock for 2 levels.  Short-rest rechargable Cure Wounds + Temp HP on a kill + short-rest rechargable smites/Bless.  Otherwise short rest accomplish very little for a Paladin.

#7

Logain08

May 11, 2015 0:43:07

Mechanically multiclassing to warlock makes sense, but it wouldn't from my character's history and background. So I'm not going to multiclass into warlock.

 

Good to know about the order of sacrificing people, I'll let my group know :-)

#8

transcendantviewer

May 11, 2015 2:19:38

It seems like, with good planning (And characters that are rather intelligent), your group can set up a good, solid fortification in a dungeon room and heal themselves up. The Warlock and Fighter fortify the doorway after taking a Short Rest or two, while the Paly takes a Long Rest to get his stuff back. Then, the Paly and Warlock watch the door while the Fighter takes a Long Rest to get his HP and some spent HD back for later. It'll take about the entire day in the dungeon, but it'll keep everyone on their toes, make great cinematics (If the DM wants to toss a small random encounter in each time to make it interesting), and get the majority of the party's resources back so they can worry about either getting the hell out of dodge or continuing on. No one said that getting a Long Rest would be easy, but it's never impossible (Unless this is a module).

#9

Imaculata

May 11, 2015 2:48:17

Leave the dungeon, buy some new potions/supplies and hire a cleric npc, then return to the dungeon.

#10

Rya.Reisender

May 11, 2015 6:14:24

I personally don't really allow players to take "Extended Rests" (without any risk), because that kind of removes all the challenge and point to conserve resources (especially spell slots). They can take short rests, if they can afford wasting the time and actually fought a battle in between (otherwise I count it just as one short rest that took longer), but long rests only after they really roleplayed out a whole day or finished the chapter.

 

That being said, I probably won't make every encounter so hard that you have to rest after each, especially not in big dungeons with many encounters. As long as resource management matters, it is not required for each battle to be potentially deadly. My group usually gets quite far with only little resting, though admittly they were quite lucky in not being downed to 0 HP often (even stabilized you might have to wait up to 4 hours to regain consciousness). My flow is probably: "Enter dungeon fully healed -> 3 battles -> short rest -> 2 battles -> short rest -> 2 battles -> done." That gives you 7 encounters without the need to do a long rest. 7 battles already makes for quite a medium sized dungeon (unless you really want an encounter in every single room). If the dungeon is much larger so you need more than 7 encounter, I'd probably allow the group to either rest inside the dungeon (maybe roll if they are being attacked while resting) or give them enough time to leave the dungeon, restock and get back. I usually try to subtly tell them whether doing a long rest has have pretty negative effect on the future or not, so I can get them to actually be scared of resting due to not wanting to waste time or give them the feeling they can do one or two rests before something bad will happen.

#11

Kalani

May 11, 2015 7:10:10

I have a simple (but annoying) method to overcome taxing dungeons - clever spell use.

 

Rope Trick (2nd): Rope Trick is a rather inexpensive spell and provides a secure shelter for taking a long rest. While not as secure as Leomund's tiny hut, it can be used as early as 3rd level and is the only Tier 1 option. 

 

Leomund's Tiny Hut (3rd): The superior option. Not only is this a ritual spell, but it makes the party almost impervious to harm. Nothing short of a dispel magic or a burrowing creature can affect them. The 1min casting time (11mins if ritual cast) makes this spell unusable in the heat of battle - but works as an excellent ambush spell if you have the opportunity

 

I cast this spell outside a door recently, with the occupants inside being none the wiser (excellent stealth, and deception checks). When we sprung our ambush, the entire party was concealed within a n opaque dome of force which blocked the enemies only escape, and from which we could fire projectiles out from with impunity (it was transparent from inside). My character (lacking a ranged weapon), sat on the ground and ate an apple for the duration of the battle (his job being to make sure the hut didn't fall). 

 

I frequently use the ritual version of this spell whenever we want to take a short or long rest (as it has an impressive 8hr duration). As a ritual, it doesn't consume party resources, and can be cast any time I have sufficient opportunity (11mins of quiet).