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*Dungeons & Dragons
Leaning In To Short Rests
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<blockquote data-quote="the Jester" data-source="post: 9015313" data-attributes="member: 1210"><p>All right, so it's pretty clear that the designers are currently leaning away from short rests, in large part because many groups don't use them as intended. This is a problem when some classes rely on them to keep up with those that recharge everything on a long rest; I'm sure most of us are familiar with the discussion, and if not, it's easy enough to find threads discussing it or throw out a little clarification.</p><p></p><p>I think the solution isn't to lean away from short rests, it is to lean into them. There are broadly two parts to doing this: Have clear advice for adjusting the time a short rest takes; and Make short rests matter to everyone.</p><p></p><p>When I talk about clear advice, I mean in the PH, in the section about rests, there should be a big section talking about how changing short rests to a shorter (or longer) period alters the game. If they're 10 minutes, you're buffing the short-rest-recharge pcs. If they're an hour, it might be hard for those guys to keep up in a time pressure scenario. Discuss the value of the length of the rest making taking one a meaningful decision. Talk about options like changing the time required in different situations, so (f'rex) a short rest can be faster the more secure and comfy an area is; or having graduated times for the short rests, so your first is 10 minutes, then 30 minutes, then an hour. And have a giant "Ask your DM how your campaign's short rests work" in bright red letters so that the reader cannot miss it.</p><p></p><p>Making short rests matter to everyone can work in a number of ways. I like having the classes have different recovery rates; I think that's cool. I don't want to put a bunch of short rest recovery stuff into, say, the paladin. But you could very easily tweak the races/lineages/whatever you want to call them so that they all incorporate short rest abilities. Everyone has a race/lineage; so everyone would gain some benefits to taking a short rest. I think you could also put a few mid- or high-level racial options in there that recharge on a short rest.</p><p></p><p>I also think you could do a fair amount of short rest encouraging by putting some short-rest-recharge abilities into feats and magic items. "My sword can do an extra 3d10 thunder damage when I hit, but then I need a short rest before I can use it again." "I took the Lucky feat. I get one luck point, and it refreshes after a short rest."</p><p></p><p>Basically, I think the problem with short rests in 5e is twofold: first, that many pcs don't get enough from one to bother with a short rest; and second, that there is not good guidance for personalizing short rests for a given campaign.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9015313, member: 1210"] All right, so it's pretty clear that the designers are currently leaning away from short rests, in large part because many groups don't use them as intended. This is a problem when some classes rely on them to keep up with those that recharge everything on a long rest; I'm sure most of us are familiar with the discussion, and if not, it's easy enough to find threads discussing it or throw out a little clarification. I think the solution isn't to lean away from short rests, it is to lean into them. There are broadly two parts to doing this: Have clear advice for adjusting the time a short rest takes; and Make short rests matter to everyone. When I talk about clear advice, I mean in the PH, in the section about rests, there should be a big section talking about how changing short rests to a shorter (or longer) period alters the game. If they're 10 minutes, you're buffing the short-rest-recharge pcs. If they're an hour, it might be hard for those guys to keep up in a time pressure scenario. Discuss the value of the length of the rest making taking one a meaningful decision. Talk about options like changing the time required in different situations, so (f'rex) a short rest can be faster the more secure and comfy an area is; or having graduated times for the short rests, so your first is 10 minutes, then 30 minutes, then an hour. And have a giant "Ask your DM how your campaign's short rests work" in bright red letters so that the reader cannot miss it. Making short rests matter to everyone can work in a number of ways. I like having the classes have different recovery rates; I think that's cool. I don't want to put a bunch of short rest recovery stuff into, say, the paladin. But you could very easily tweak the races/lineages/whatever you want to call them so that they all incorporate short rest abilities. Everyone has a race/lineage; so everyone would gain some benefits to taking a short rest. I think you could also put a few mid- or high-level racial options in there that recharge on a short rest. I also think you could do a fair amount of short rest encouraging by putting some short-rest-recharge abilities into feats and magic items. "My sword can do an extra 3d10 thunder damage when I hit, but then I need a short rest before I can use it again." "I took the Lucky feat. I get one luck point, and it refreshes after a short rest." Basically, I think the problem with short rests in 5e is twofold: first, that many pcs don't get enough from one to bother with a short rest; and second, that there is not good guidance for personalizing short rests for a given campaign. [/QUOTE]
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