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<blockquote data-quote="guachi" data-source="post: 7163982" data-attributes="member: 6785802"><p>Yes, you get 2x whatever you get on a short rest.</p><p></p><p>Four spell slots for warlocks (though, to be clear, I haven't had any in any campaign with these rules to see how it works)</p><p>Monks get double ki points.</p><p>Bards can Song of Rest whenever another PC decides to eat a sammich and get HP back. This precludes the Bard from doing something else during those 5-10 minutes, like getting his own HP back as he'd have to use a healing kit on himself. Of course, someone else could apply it or he could take 10 minutes after (or before) his Song of Rest.</p><p></p><p>I've found that it works well when players know they can do one of a list of things after a combat and have them all take roughly the same 10 minutes. The PC who gets HP back is busy rolling dice and adjusting HP. The other PCs are searching a body or a section of the room. </p><p></p><p>Partly I got rid of short rests because I had a hard time balancing an adventuring day. But I also did it because:</p><p></p><p></p><p></p><p>I love older versions of D&D for the resource management. However, "can we short rest?" isn't a resource I've found fun to manage. It, just as you said, creates arguments and wastes time. Yes, there are still arguments on when to long rest, but long rests are serious business and often come with severe consequences.</p><p></p><p>No one argues about 10 minutes after combat because it's almost always available and everyone usually has something to do. Anything really interesting almost always takes more than 10 in-game minutes, anyway. By that time the player is done adjusting HP and he can pay full attention again, which nicely mimics that fact his character was probably only partially paying attention. "Wait, what? You found a secret door? A musty tome? A secret compartment? Can I look?"</p></blockquote><p></p>
[QUOTE="guachi, post: 7163982, member: 6785802"] Yes, you get 2x whatever you get on a short rest. Four spell slots for warlocks (though, to be clear, I haven't had any in any campaign with these rules to see how it works) Monks get double ki points. Bards can Song of Rest whenever another PC decides to eat a sammich and get HP back. This precludes the Bard from doing something else during those 5-10 minutes, like getting his own HP back as he'd have to use a healing kit on himself. Of course, someone else could apply it or he could take 10 minutes after (or before) his Song of Rest. I've found that it works well when players know they can do one of a list of things after a combat and have them all take roughly the same 10 minutes. The PC who gets HP back is busy rolling dice and adjusting HP. The other PCs are searching a body or a section of the room. Partly I got rid of short rests because I had a hard time balancing an adventuring day. But I also did it because: I love older versions of D&D for the resource management. However, "can we short rest?" isn't a resource I've found fun to manage. It, just as you said, creates arguments and wastes time. Yes, there are still arguments on when to long rest, but long rests are serious business and often come with severe consequences. No one argues about 10 minutes after combat because it's almost always available and everyone usually has something to do. Anything really interesting almost always takes more than 10 in-game minutes, anyway. By that time the player is done adjusting HP and he can pay full attention again, which nicely mimics that fact his character was probably only partially paying attention. "Wait, what? You found a secret door? A musty tome? A secret compartment? Can I look?" [/QUOTE]
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