First of all, I absolutely love 5E. The following is not a knock on the great Game at all. It’s just that my preferred DMing style doesn’t fit well with the 6-8 Encounters Per Day paradigm. While I occasionally throw in a dungeon crawl, or string several encounters together, I typically prefer to use just a few bigger, more significant encounters in a single day. In light of this, I have been lurking and reading the various 6-8 Encounters Per Day threads for a while now trying to figure out what to do about it.
I have finally come up with the following:
Some time ago I decoupled healing dice from the Short Rest mechanic. I have something called Triage [takes two minutes, requires one healing kit use, and a Medicine check DC 15; a PC can then expend as many healing dice as they want]. I am going to take it a step further. I am going to separate healing and class feature recovery into two distinct entities.
- Class Feature Recovery (e.g. spell slots, Action Surge, Channel Divinity, Lay on Hands, Rage, etc) will run on a milestone mechanic. For instance, a Party of four 8th level PCs has an Adventuring Day Budget of 24000xp. So, after 8000xp worth of encounters, the Party would qualify for a Short Rest. When they hit 16000xp, they qualify for another, and after 24000xp, they can take a Long Rest.
- Healing and Hit Point Recovery will be in the hands of the PCs. I am keeping the Triage mechanic mentioned above which somewhat mirrors a short rest (i.e. a quick breather, get some health back, push on). For a PC to recover healing dice and hit points, he/she will have to rest for eight hours in a secure, comfortable environment. Basically, a campfire with warm food and a bedroll, an inn, a temple, etc. They will then recover half their healing dice, and all of their hit points as normal.
This system keeps the recovery of class features in line with Game design, and avoids the disparity in balance that can come with altering the rest frequency. At the same time, it keeps a certain element of rest firmly in the hands of the Players. I want them to have some control, and make the meaningful choice of when to rest, and when to push on for the objective.
Thoughts? Any pitfalls I may be missing? I would appreciate any feedback.
I have finally come up with the following:
Some time ago I decoupled healing dice from the Short Rest mechanic. I have something called Triage [takes two minutes, requires one healing kit use, and a Medicine check DC 15; a PC can then expend as many healing dice as they want]. I am going to take it a step further. I am going to separate healing and class feature recovery into two distinct entities.
- Class Feature Recovery (e.g. spell slots, Action Surge, Channel Divinity, Lay on Hands, Rage, etc) will run on a milestone mechanic. For instance, a Party of four 8th level PCs has an Adventuring Day Budget of 24000xp. So, after 8000xp worth of encounters, the Party would qualify for a Short Rest. When they hit 16000xp, they qualify for another, and after 24000xp, they can take a Long Rest.
- Healing and Hit Point Recovery will be in the hands of the PCs. I am keeping the Triage mechanic mentioned above which somewhat mirrors a short rest (i.e. a quick breather, get some health back, push on). For a PC to recover healing dice and hit points, he/she will have to rest for eight hours in a secure, comfortable environment. Basically, a campfire with warm food and a bedroll, an inn, a temple, etc. They will then recover half their healing dice, and all of their hit points as normal.
This system keeps the recovery of class features in line with Game design, and avoids the disparity in balance that can come with altering the rest frequency. At the same time, it keeps a certain element of rest firmly in the hands of the Players. I want them to have some control, and make the meaningful choice of when to rest, and when to push on for the objective.
Thoughts? Any pitfalls I may be missing? I would appreciate any feedback.