Originally Posted by ArvGuy
The problem with those danger zones is that you break the style of play. If you teach players that in every semi-serious encounter, they should burn all their spellslots and dailies then that's what they're going to do in those danger zones too. And then it gets weird, because suddenly they're supposed to play differently.

But the vastly easier recourse is to play as normal and backtrack out of the danger zone, which makes the rest restriction a grindy nuisance more than anything. This problem isn't one with weak modern gamers or whatever, it's one with the game offering one set of instructions and then being inconsistent, and of course with rest mechanics being very generous.
You have a danger zone right in the beginning: you can't rest anywhere in Auntie Ethels teahouse and the labyrinth below. So if you think, you need more spellslots and resources recovered, you have to go out of the house to rest. So I think, this is a good teaching moment that something like no-rest-zones can happen.


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Doctor Who