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<blockquote data-quote="Shiroiken" data-source="post: 7461517" data-attributes="member: 6775477"><p>Overall I find the standard resting rules to work perfectly fine, but sometimes I want to run something a bit grittier. However, the slow healing option from the DMG is too much in that directions, limiting the amount of combat possible for most adventures. Seeking out a middle ground, I thought of the idea of a Medium Rest to go between the Short Rest and the Long Rest, and wanted to share and get feedback on how well this would fit this need. </p><p></p><p>The quick version is replacing the 8 hour Long Rest with an 8 hour Medium Rest that gives only recovery of half spent HD, plus 1 spell slot per spell level. This also counts as a Short Rest, spending HD and recovering abilities as normal. A Long Rest now takes a full 24 hours in a relatively safe location, but also recovers all spent HD. The Medium Rest should allow some recovery of abilities between days of an adventure, without the full recovery that normally occurs. While most adventures won't have a Long Rest, sometimes the players will be able to find a safe place to spend a day recovering before the adventure continues. This would be especially useful during traveling adventures, since the number of encounters per day tends to be lower.</p><p></p><p><strong><u>Full Houserule</u></strong></p><p><strong>Short Rest</strong></p><p>(copy & paste standard rule)</p><p></p><p><strong>Medium Rest</strong></p><p>A medium rest is a period of extended downtime, at least 8 hours long, during which a characters sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the character must begin the rest again to gain any benefit.</p><p></p><p>At the end of a medium rest, a character regains spend Hit Dice, up to a number of dice equal to half of the character's total number of them (rounded up). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a medium rest. If the character has spell slots, they also regain one spell slot for each spell level available to them, up to 5th level. The character then immediately completes a short rest, as explained above.</p><p></p><p><strong>Long Rest</strong></p><p>A long rest is a period of extended downtime, at least 24 hour long, at a relatively safe location (as determined by the DM), during which a character performs only light activity: reading, talking, eating, etc. If the rest is interrupted by a period of strenuous activity - such as traveling, fighting, casting spells, or any similar adventuring activity - the characters must being the rest again to gain any benefit from it.</p><p></p><p>At the end of a long rest, a character regains all lot Hit Points and spent Hit Dice, even if they began the long rest with 0 HP.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7461517, member: 6775477"] Overall I find the standard resting rules to work perfectly fine, but sometimes I want to run something a bit grittier. However, the slow healing option from the DMG is too much in that directions, limiting the amount of combat possible for most adventures. Seeking out a middle ground, I thought of the idea of a Medium Rest to go between the Short Rest and the Long Rest, and wanted to share and get feedback on how well this would fit this need. The quick version is replacing the 8 hour Long Rest with an 8 hour Medium Rest that gives only recovery of half spent HD, plus 1 spell slot per spell level. This also counts as a Short Rest, spending HD and recovering abilities as normal. A Long Rest now takes a full 24 hours in a relatively safe location, but also recovers all spent HD. The Medium Rest should allow some recovery of abilities between days of an adventure, without the full recovery that normally occurs. While most adventures won't have a Long Rest, sometimes the players will be able to find a safe place to spend a day recovering before the adventure continues. This would be especially useful during traveling adventures, since the number of encounters per day tends to be lower. [B][U]Full Houserule[/U][/B] [B]Short Rest[/B] (copy & paste standard rule) [B]Medium Rest[/B] A medium rest is a period of extended downtime, at least 8 hours long, during which a characters sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the character must begin the rest again to gain any benefit. At the end of a medium rest, a character regains spend Hit Dice, up to a number of dice equal to half of the character's total number of them (rounded up). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a medium rest. If the character has spell slots, they also regain one spell slot for each spell level available to them, up to 5th level. The character then immediately completes a short rest, as explained above. [B]Long Rest[/B] A long rest is a period of extended downtime, at least 24 hour long, at a relatively safe location (as determined by the DM), during which a character performs only light activity: reading, talking, eating, etc. If the rest is interrupted by a period of strenuous activity - such as traveling, fighting, casting spells, or any similar adventuring activity - the characters must being the rest again to gain any benefit from it. At the end of a long rest, a character regains all lot Hit Points and spent Hit Dice, even if they began the long rest with 0 HP. [/QUOTE]
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