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Short rest house rule
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7162893" data-attributes="member: 6787650"><p>Things you might be missing? Well, there's the fact that only the first long rest takes only 8 hours. After that it's 24 hours before the next one is legal. I can sort of kind of sympathize with someone thinking there's not much difference between 1 hour and 8 hours, but 1 hour vs. 24 hours?</p><p></p><p>Furthermore, if you set your gameworld up with day/night cycles, a long rest will often finish half of the cycle. It may well be the case that the players can e.g. afford to take a short rest while exploring the haunted ruins, but can't afford to take a long rest because then the sun will go down, the vampires in the ruins will start to walk, and the worgs in the forest around the ruins will come out to hunt.</p><p></p><p>Bear in mind also that you, as DM, don't necessarily have to regular that PCs get <em>exactly</em> two short rests every day. In an open-ended, non-railroadey adventure you may not have fine control over the players' schedules. Just go by the DMG advice about certain encounters probably necessitating a short rest afterwards, i.e. build in <em>opportunities</em> for them to rest. If the PCs have ten hours to find the MacGuffin before the sun sets, players might be able to take more than two short rests and that's fine. Or they might take only one, or none, and that is also fine.</p><p></p><p><strong>Edit:</strong> specifically RE: the proposed house rule, it <em>will</em> kind of mess up monks a bit, because they need to spend 30 minutes meditating in order to regain ki, which means the ultra-short short rests won't work for them unless you also houserule those. You may also see a lot of warlocks casting Hex + Armor of Agathys and then "resting" immediately afterward, since that first rest is so cheap. Neither is likely to cause serious mechanical problems.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7162893, member: 6787650"] Things you might be missing? Well, there's the fact that only the first long rest takes only 8 hours. After that it's 24 hours before the next one is legal. I can sort of kind of sympathize with someone thinking there's not much difference between 1 hour and 8 hours, but 1 hour vs. 24 hours? Furthermore, if you set your gameworld up with day/night cycles, a long rest will often finish half of the cycle. It may well be the case that the players can e.g. afford to take a short rest while exploring the haunted ruins, but can't afford to take a long rest because then the sun will go down, the vampires in the ruins will start to walk, and the worgs in the forest around the ruins will come out to hunt. Bear in mind also that you, as DM, don't necessarily have to regular that PCs get [I]exactly[/I] two short rests every day. In an open-ended, non-railroadey adventure you may not have fine control over the players' schedules. Just go by the DMG advice about certain encounters probably necessitating a short rest afterwards, i.e. build in [I]opportunities[/I] for them to rest. If the PCs have ten hours to find the MacGuffin before the sun sets, players might be able to take more than two short rests and that's fine. Or they might take only one, or none, and that is also fine. [B]Edit:[/B] specifically RE: the proposed house rule, it [I]will[/I] kind of mess up monks a bit, because they need to spend 30 minutes meditating in order to regain ki, which means the ultra-short short rests won't work for them unless you also houserule those. You may also see a lot of warlocks casting Hex + Armor of Agathys and then "resting" immediately afterward, since that first rest is so cheap. Neither is likely to cause serious mechanical problems. [/QUOTE]
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