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D&D 5E Slow Rests: Anyone Tried It?

4e experience here: there's little real effect on the math.

I mean, it's basically re-fluffing. "You sleep for 8 hours" and "You spend a week at the elven lord's castle" paint a different picture, but they don't tweak the math in the slightest.

That painted picture tweaks the psychology, but not the math. So, like, it feels like a bigger risk to camp out for a week in the woods, and of course certain character archetypes (the foppish noble!) would be loathe to do that, but the truth is that this is functionally the same as a break of any arbitrary length (five minutes, one night, an hour, ten minutes, three months, a year, a generation, 30 seconds) in that all it means is that the DM has decided not to interrupt you and let you recharge your characters entirely.

Novas become less appealing. Injury becomes realistic. It feels like there's more attrition (though there's not) because there's bigger breaks. Two encounters in a day feels like a Big Deal (and in 4e, it would be, but in 5e maybe less so...).

You can add on top of this various rules (like training, or hex-clearing, or random encounters, or random weather tables, or injury mechanics, or active adversaries, or downtime rules) which supplement this. In fact, because 5e downtime is already in chunks of 10 days, I'd probably use that as my long rest duration for 5e, and have a "you can do a downtime thing while you rest" thing going on.

There's good reasons they went shorter, of course. D&D has always recharged all of your magic with a night's rest, and the game presumes site-based adventuring as prominent (overland encounters can be scenery, but they're little more than that, even in early e's). These are good assumptions for a basic D&D experience, undoubtedly.

I'm not DMing 5e yet (might start with the DMG this holiday season!), but I loved this in 4e, and will likely continue to do this in my games. I don't see it working dramatically differently. It doesn't affect the maths, just the fluff, which causes the players to behave differently, but in a really interesting and rewarding way. They behave less like bloodthirsty murderhobos on a rocketship to level 20 and start visiting towns, dealing with innkeepers, paying attention to safe and unsafe locations, etc.

It's quite satisfying!
 

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You can add on top of this various rules (like training, or hex-clearing, or random encounters, or random weather tables, or injury mechanics, or active adversaries, or downtime rules) which supplement this. In fact, because 5e downtime is already in chunks of 10 days, I'd probably use that as my long rest duration for 5e, and have a "you can do a downtime thing while you rest" thing going on.
Didn't catch that before, but that makes a lot of sense. Thanks!
 

IMHO it worked out well if you attempting to balance the power of the players vs each other vs environment.
Casters are not able to nova nearly as often and are much more judicious with how they expend their spell slots and on what.
Since martial characters can't heal and be healed as readily they are not as apt to rush headlong into possibly deadly situations.
The half-cantrips achieved the effect of the wizard not being able to match damage with the martials which was happening with little effort.
4e experience here: there's little real effect on the math.

I mean, it's basically re-fluffing. "You sleep for 8 hours" and "You spend a week at the elven lord's castle" paint a different picture, but they don't tweak the math in the slightest.

That painted picture tweaks the psychology, but not the math. So, like, it feels like a bigger risk to camp out for a week in the woods, and of course certain character archetypes (the foppish noble!) would be loathe to do that, but the truth is that this is functionally the same as a break of any arbitrary length (five minutes, one night, an hour, ten minutes, three months, a year, a generation, 30 seconds) in that all it means is that the DM has decided not to interrupt you and let you recharge your characters entirely.

Novas become less appealing. Injury becomes realistic. It feels like there's more attrition (though there's not) because there's bigger breaks. Two encounters in a day feels like a Big Deal (and in 4e, it would be, but in 5e maybe less so...).

You can add on top of this various rules (like training, or hex-clearing, or random encounters, or random weather tables, or injury mechanics, or active adversaries, or downtime rules) which supplement this. In fact, because 5e downtime is already in chunks of 10 days, I'd probably use that as my long rest duration for 5e, and have a "you can do a downtime thing while you rest" thing going on.

There's good reasons they went shorter, of course. D&D has always recharged all of your magic with a night's rest, and the game presumes site-based adventuring as prominent (overland encounters can be scenery, but they're little more than that, even in early e's). These are good assumptions for a basic D&D experience, undoubtedly.

I'm not DMing 5e yet (might start with the DMG this holiday season!), but I loved this in 4e, and will likely continue to do this in my games. I don't see it working dramatically differently. It doesn't affect the maths, just the fluff, which causes the players to behave differently, but in a really interesting and rewarding way. They behave less like bloodthirsty murderhobos on a rocketship to level 20 and start visiting towns, dealing with innkeepers, paying attention to safe and unsafe locations, etc.

It's quite satisfying!
Very helpful, and I'm glad to hear it works for people. I will probably give it a try. Thanks for the information!

(The one other potential issue I see, spell durations aside, is the exhaustion track. Hunger and thirst kick in on a per-day basis, but recovery times would suddenly be extended from days to weeks; 5-7 days without food and you're laid up for a couple weeks recovering. Which... doesn't seem too unreasonable, actually. The more I think about this approach, the more I like it.)
 

I also think, based on experience from pre-3rd ed playing, that minor encounters will be more interesting.

Sure, we know that we'll beat those four kobolds and their ridiculous trap, but if we mismanage it it will cost us resources we will not get back in a while. That lost spell and 8hp will stay with us.

I see this as a very good thing - you cannot just charge in and think that whatever happens you'll be fine in a little while.


[Sorry for the theory, OP.]
 

I'm going to borrow a page from Mouseguard and use player turns (situations where you can scheme, resupply, and craft) and DM turns (danger beyond the walls). The default assumption is you get one of each per session.

You can only get a real long rest on your player turn. I might allow players to force a long rest on a DM turn under the right circumstances, but I'm likely to rule that it will not work as well either through risk of inefficiency or through limited options.

So normal short rest, slow long rest, and 'risky' medium rest every 6-8 encounters or so.
 

I haven't already started my new 5th edition campaign, but I'm planning to do so in a couple of weeks. However I think I will houserule this natural healing issue simply not letting my players to roll a hit dice every short rest, but only every long one. If they want to full recover they just have to spend 4-5 days of downtime.
 

Interestingly I began in 2e, and still find 4e to be my favorite edition. (though I'm really enjoying 5.)

Right now what I think I'm looking for is FASTER short rests, and slower long rests.

I'm fine with players using hit dice as long as it's hard to get them back, that doesn't hurt my immersion. I dont' think a 4e 5 minute short rest is the sweet spot, 15 might be where I'm looking.

I've played with this in 4e and it worked out ok, however 4e didn't have hour/level buffs so that could be a problem.

If you're moving short rest to be 1 day instead of 1 hour, I think that moving those buffs to be day/level would still work with the same result, since you're likely making this change due to having only 1 encounter per day anyways. Now this would put 1 casting = 1 long rest much much sooner level 7 rather than 24 (16 if you don't count sleep), that's going to be up to you how you feel about that, but there's a good chance in a game where you're doing this change will be similar to a E6 campaign so level 7 can stay continual buff might be ok.
 

Interestingly I began in 2e, and still find 4e to be my favorite edition. (though I'm really enjoying 5.)

Right now what I think I'm looking for is FASTER short rests, and slower long rests.

I'm fine with players using hit dice as long as it's hard to get them back, that doesn't hurt my immersion. I dont' think a 4e 5 minute short rest is the sweet spot, 15 might be where I'm looking.

If you're looking in that direction, just make short rests 10 minutes. And then call all of your 10 minute blocks "turns".

Thaumaturge.
 

So, one thing I've seen discussed as a way to alter the pacing of 5E (for DMs who tend to have fewer encounters per day) is to make "short rest" mean a night's rest, and "long rest" mean several days of downtime in a safe place.

I'm wondering if anyone's tried this, and what the results were? Any pitfalls to be aware of? Did you think it worked?

Firstly, the obvious result is more emphasis on and reliance in healing magic. If long rests take several days, it's also harder to get rid of fatigue.

Secondly, what is your goal? What are you trying to achieve? Altering rest lengths is just a method. In my game I wanted natural healing to be a bit slower so characters don't get full hp from long rest - only half their hit dice.
 


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