Normally I can feel where you're coming from even when we have opposite opinions, Lorkas, but in this one I'm a little confused. Why do you find it immersion breaking to secure a room in a dungeon and rest there? Isn't it just as immersion breaking to say "well, we almost died and we're out of spells, guess we should just blindly charge ahead/turn back"? It would certainly make more sense to not enter than to turn back once you've committed so far.Lorkas wrote:Instead, sorcerers, wizards, clerics, and druids should do their best to RP the situation and when it would be appropriate or not to call for a rest.JediMindTrix wrote:I don't find 'we must search for a safe location away from the monsters' RP very entertaining after the nth time.
It doesn't make sense to call for a rest n times at all (where n is a number greater than 1 on a single outing of reasonable length), but because casters throw spells around like crazy and keep themselves at negative rest, they have to choose to be more conservative with their spell usage or to start seeing beds everywhere. Some casters I have traveled with don't even RP it at all--they just plop down when there are no monsters around and the entire party has to huddle around them.
No-rest zones help a little bit in some areas but what would really help (I think) is a change in the script so that certain zones where resting does not make sense (most dungeons) spawn a group of enemies that could be a serious threat to the party's survival, if, say, someone decided to drop all of their wards by resting in that place where it doesn't make sense. Putting an actual mechanical threat (to back up the threat that should already be RPd) would make more players start to think about these things and adjust their RP accordingly.
If I may suggest, is perhaps part of the problem the impatience of having to wait fifteen seconds + a 'buff cycle?' I firmly believe these short rest periods (in PnP, it only takes 1 hour to prepare your full allotment of spells, and for a lesser portion, it can take as few as 15 minutes), are easily workable into the RP in a much more organic, sensible fashion than 'well, this is dangerous, guess we'd better go on without a source of magic even though we almost got our butts kicked with it."
I can understand how in the heat of the moment you don't want to wait those 15 seconds, but I do not understand why it is immersion breaking. Bunking down behind enemy lines is standard affair for all siege-based warfare, and I'm not sure what else you could argue invading a monster's dungeon is.