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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="guachi" data-source="post: 7119946" data-attributes="member: 6785802"><p>I haven't noticed problems or issues. It matters, of course, what classes you have. The original party was Rogue, Paladin, Ranger x2, Sorcerer, Druid. Not much short resting there. The Rogue changed to Monk and one of the Rangers changed to a Fighter so I eventually got more short rest mechanics to deal with.</p><p></p><p>One benefit of eliminating short rest class features and making short rests only 5-15 minutes (for expending HD to regain HP) is that it's easier to design encounters. I don't have to care if/when players can rest an hour to regain resources. I can make a single encounter in a day harder and the short rest folks can still shine. The frontline fighter can be an Action Hero heroic chewing through two Action Surges or two Second Winds.</p><p></p><p>Adventuring Day design (or balance) for encounters devolves to determining whether the encounters are going to be in quick sequence/waves or spaced out (which is the usual). If the PCs can lightly search a room, loot bodies, and gather their stuff up they can rest. This is far easier than determining whether they can rest a full hour.</p><p></p><p>It's easy to switch from "Dungeon Time" to "Wilderness Time" with no short rests. "Dungeon Time" is where the PCs can go to a dungeon and get back to relative safety and comfort. That equals eight hours of rest for one long rest. "Wilderness Time" is where encounters might be spread out while the PCs trek cross country. You can extend a long rest to four days or a full week (Specifically 4 or 7 eight-hour rests). Whatever.</p><p></p><p>The game assumes 2 short rests per day and, therefore, a maximum of 3x short rest abilities per day. I only gave them 2x uses of short rest mechanics as I think in reality it's unlikely all PCs would be at zero short rest abilities when they actually took a short rest. In addition, converting short rest abilities to 2x per long rest adds a great deal of flexibility and encourages more use of the abilities as the PC knows precisely how many uses they have.</p><p></p><p>With everyone operating on a long rest, the only debate is about HP, and since rests are 5-15 minutes it's trivial. Basically, if you short rest for HP after an encounter you don't get to loot, search, cast detection spells (barring the party spending a seriously long time doing the aforementioned).</p><p></p><p>I love having gotten rid of short rests for class features.</p><p></p><p>EDIT: I don't find short rests of an hour and short rest class mechanics meaningfully engage me as a DM or the players in any of the three pillars of the game in a way I find interesting. It's not as interesting as interesting as camping for a night and it basically involves the PCs doing nothing. Short Resting is anti-gaming, IMO.</p></blockquote><p></p>
[QUOTE="guachi, post: 7119946, member: 6785802"] I haven't noticed problems or issues. It matters, of course, what classes you have. The original party was Rogue, Paladin, Ranger x2, Sorcerer, Druid. Not much short resting there. The Rogue changed to Monk and one of the Rangers changed to a Fighter so I eventually got more short rest mechanics to deal with. One benefit of eliminating short rest class features and making short rests only 5-15 minutes (for expending HD to regain HP) is that it's easier to design encounters. I don't have to care if/when players can rest an hour to regain resources. I can make a single encounter in a day harder and the short rest folks can still shine. The frontline fighter can be an Action Hero heroic chewing through two Action Surges or two Second Winds. Adventuring Day design (or balance) for encounters devolves to determining whether the encounters are going to be in quick sequence/waves or spaced out (which is the usual). If the PCs can lightly search a room, loot bodies, and gather their stuff up they can rest. This is far easier than determining whether they can rest a full hour. It's easy to switch from "Dungeon Time" to "Wilderness Time" with no short rests. "Dungeon Time" is where the PCs can go to a dungeon and get back to relative safety and comfort. That equals eight hours of rest for one long rest. "Wilderness Time" is where encounters might be spread out while the PCs trek cross country. You can extend a long rest to four days or a full week (Specifically 4 or 7 eight-hour rests). Whatever. The game assumes 2 short rests per day and, therefore, a maximum of 3x short rest abilities per day. I only gave them 2x uses of short rest mechanics as I think in reality it's unlikely all PCs would be at zero short rest abilities when they actually took a short rest. In addition, converting short rest abilities to 2x per long rest adds a great deal of flexibility and encourages more use of the abilities as the PC knows precisely how many uses they have. With everyone operating on a long rest, the only debate is about HP, and since rests are 5-15 minutes it's trivial. Basically, if you short rest for HP after an encounter you don't get to loot, search, cast detection spells (barring the party spending a seriously long time doing the aforementioned). I love having gotten rid of short rests for class features. EDIT: I don't find short rests of an hour and short rest class mechanics meaningfully engage me as a DM or the players in any of the three pillars of the game in a way I find interesting. It's not as interesting as interesting as camping for a night and it basically involves the PCs doing nothing. Short Resting is anti-gaming, IMO. [/QUOTE]
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