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Getting to 6 encounters in a day
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<blockquote data-quote="ccs" data-source="post: 7426673" data-attributes="member: 6803664"><p>Right now our ToA campaign is running RAW concerning short/long rests. </p><p>This is because all of the players save 1 vet are new to gaming within the past 1-12 months. Even the veteran is completely new to 5e.</p><p>We decided everyone needed to know what the base-line was before any changes get made.</p><p>So far it's working mostly OK. One of the players is a bit stuck on the mechanics side & is constantly trying to squeeze in as many short/long rests as he can.</p><p></p><p>In the next campaign though I fully intend to make a few changes.</p><p>*Long rest abilities will recharge at a specific time of day - dawn. </p><p>*The length of time your long rest requires will be modified by your Con. Unless you're an Elf. In wich case it'll be a flat 4 hrs as you trance.</p><p>*Healing will be slowed down. I just haven't decided by how much yet.</p><p>I don't want it dirt slow like in 1e, but after having run 4 campaigns I find the 5e default not really to my liking as a DM.</p><p>*I'm kicking around a few ideas for short rests.</p><p>?: The # of short rests you get is = to your Prof Bonus & are tied to specific times of day. Or maybe just x hours have to pass in-between.? The idea being the more experienced you are, the faster your short rest abilities recharge.</p><p><span style="font-size: 9px">(Advantage: Short Rests are easily predictable on my end for planning. Downside: I have to track times of day/hours)</span></p><p>?: Maybe tying your short rests to your HD? You get 1 Short Rest for free. Each additional "rest" costs 1HD (cumulative). You can heal OR recharge, not both at once. <span style="font-size: 9px">(Downside: Slightly less predictable as far as planning goes, BUT.... Advantage: I don't need to do anything save collect the appropriate # of HD tokens* from the players. How fast they burn through them is their own business.)</span></p><p>*HD Tokens - No matter what I do with L/S Rests & Healing, I'm going to issue each player poker chips to track their HD usage. Several of the new players seem to be struggling with keeping track of this resource. A physical prop that depletes as used will help them. You use a HD, you hand me the token(s). I hand them back when the next dawn arrives.</p><p>Maybe I'll even make the HD tokens look like various CP/SP/GP/PP from the campaign. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ccs, post: 7426673, member: 6803664"] Right now our ToA campaign is running RAW concerning short/long rests. This is because all of the players save 1 vet are new to gaming within the past 1-12 months. Even the veteran is completely new to 5e. We decided everyone needed to know what the base-line was before any changes get made. So far it's working mostly OK. One of the players is a bit stuck on the mechanics side & is constantly trying to squeeze in as many short/long rests as he can. In the next campaign though I fully intend to make a few changes. *Long rest abilities will recharge at a specific time of day - dawn. *The length of time your long rest requires will be modified by your Con. Unless you're an Elf. In wich case it'll be a flat 4 hrs as you trance. *Healing will be slowed down. I just haven't decided by how much yet. I don't want it dirt slow like in 1e, but after having run 4 campaigns I find the 5e default not really to my liking as a DM. *I'm kicking around a few ideas for short rests. ?: The # of short rests you get is = to your Prof Bonus & are tied to specific times of day. Or maybe just x hours have to pass in-between.? The idea being the more experienced you are, the faster your short rest abilities recharge. [SIZE=1](Advantage: Short Rests are easily predictable on my end for planning. Downside: I have to track times of day/hours)[/SIZE] ?: Maybe tying your short rests to your HD? You get 1 Short Rest for free. Each additional "rest" costs 1HD (cumulative). You can heal OR recharge, not both at once. [SIZE=1](Downside: Slightly less predictable as far as planning goes, BUT.... Advantage: I don't need to do anything save collect the appropriate # of HD tokens* from the players. How fast they burn through them is their own business.)[/SIZE] *HD Tokens - No matter what I do with L/S Rests & Healing, I'm going to issue each player poker chips to track their HD usage. Several of the new players seem to be struggling with keeping track of this resource. A physical prop that depletes as used will help them. You use a HD, you hand me the token(s). I hand them back when the next dawn arrives. Maybe I'll even make the HD tokens look like various CP/SP/GP/PP from the campaign. :) [/QUOTE]
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