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5E Healing and my next Greyhawk campaign
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<blockquote data-quote="Oofta" data-source="post: 7248003" data-attributes="member: 6801845"><p>I use the alternate rules myself, I simply adjust pacing and what happens to allow for the longer timeframe. Like many novels (The Dresden Files pop to mind) the heroes are minding their own business when things go sideways for a few days. There is no time to take a long rest because if they take a week off really bad things happen ... even taking a much needed short rest becomes more critical.</p><p></p><p>So from a pacing standpoint it works well. I sometimes have more than the standard 6-8 encounters but if I do some of them are on the easy side.</p><p></p><p>The biggest issue I've faced is how to deal with spells and abilities that have a duration based on standard long rests. If I'm stretching out the timeline, how long are goodberries good for? Only 24 hours? Several days? A week? Until they take a break?</p><p></p><p>Then the other question is spells/abilities that last for a good chunk of the day. How long should a druid's wildshape last? Mage Armor normally lasts 4 hours, which in a standard campaign is probably 1/4 of their waking hours.</p><p></p><p>How you answer these kind of questions doesn't necessarily matter. If you leave them as is, you are reducing their utility. Personally I just multiplied all of the durations by 5 and figured that was close enough.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7248003, member: 6801845"] I use the alternate rules myself, I simply adjust pacing and what happens to allow for the longer timeframe. Like many novels (The Dresden Files pop to mind) the heroes are minding their own business when things go sideways for a few days. There is no time to take a long rest because if they take a week off really bad things happen ... even taking a much needed short rest becomes more critical. So from a pacing standpoint it works well. I sometimes have more than the standard 6-8 encounters but if I do some of them are on the easy side. The biggest issue I've faced is how to deal with spells and abilities that have a duration based on standard long rests. If I'm stretching out the timeline, how long are goodberries good for? Only 24 hours? Several days? A week? Until they take a break? Then the other question is spells/abilities that last for a good chunk of the day. How long should a druid's wildshape last? Mage Armor normally lasts 4 hours, which in a standard campaign is probably 1/4 of their waking hours. How you answer these kind of questions doesn't necessarily matter. If you leave them as is, you are reducing their utility. Personally I just multiplied all of the durations by 5 and figured that was close enough. [/QUOTE]
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