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<blockquote data-quote="Ristamar" data-source="post: 7462080" data-attributes="member: 1207"><p>I adjusted the other end of the rest spectrum since extended 5e resource management seems to be based more on available spells, hit dice, and class-based resources rather than hit points at the start of each encounter. Allowing for a "Quick Rest" that only provides healing through hit dice but offers no other resource recovery enables PCs to endure more combat and hazards in quick succession without steamrolling them via renewed firepower. Admittedly, this house rule aligns best with a "hit points aren't meat" perspective.</p><p></p><p style="margin-left: 20px"><strong>Quick Rest</strong></p> <p style="margin-left: 20px">A quick rest is a brief period of downtime, roughly 10 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A character can spend one or more Hit Dice at the end of a quick rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest.</p><p></p><p>I find it also pairs well with the Slow Natural Healing variant (no HP recovery after a long rest) if you want to further tighten the reigns on how quickly a party can replenish their healing potential.</p></blockquote><p></p>
[QUOTE="Ristamar, post: 7462080, member: 1207"] I adjusted the other end of the rest spectrum since extended 5e resource management seems to be based more on available spells, hit dice, and class-based resources rather than hit points at the start of each encounter. Allowing for a "Quick Rest" that only provides healing through hit dice but offers no other resource recovery enables PCs to endure more combat and hazards in quick succession without steamrolling them via renewed firepower. Admittedly, this house rule aligns best with a "hit points aren't meat" perspective. [INDENT][B]Quick Rest[/B] A quick rest is a brief period of downtime, roughly 10 minutes long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a quick rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest.[/INDENT] I find it also pairs well with the Slow Natural Healing variant (no HP recovery after a long rest) if you want to further tighten the reigns on how quickly a party can replenish their healing potential. [/QUOTE]
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