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D&D 5E How many short rests?

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Given the highly variable nature of the classes and the benefits they receive from a short rest, I'm curious to know how many short rests people think are appropriate between long rests. Is one enough? Two too much? Three just right?

I understand that a lot of people will just do whatever feels right at the time and for the situation, but this question is more geared towards balance issues. Some classes *cough*warlock*cough* vary significantly in their level of power according to how many short rests they get. And some classes barely get any benefit at all *cough*rogue*cough*.
 

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Given the highly variable nature of the classes and the benefits they receive from a short rest, I'm curious to know how many short rests people think are appropriate between long rests. Is one enough? Two too much? Three just right?

I understand that a lot of people will just do whatever feels right at the time and for the situation, but this question is more geared towards balance issues. Some classes *cough*warlock*cough* vary significantly in their level of power according to how many short rests they get. And some classes barely get any benefit at all *cough*rogue*cough*.

Basically, three per day (one after every two-three encounters).

6-8 encounters per day or you'll have to start doing some fancy stuff to keep folks competitive with warlocks and daily spell users.
 

I try and shoot for around one short rest after every three encounters. Not a hard and fast rule, and players might surprise you, but when I work up the adventure that is where I insert obvious break points where time is not a major factor and they can get a breather.

I see short rests as a lunch break, and if a second one is needed in a day it is like having an early dinner.

Wake up in the morning from having an extended rest and get in breakfast.

Adventure --> Adventure --> Adventure ->>

Stop and have a nice lunch, recover your resources and tend to your wounds.

Adventure --> Adventure --> Adventure ->>

Either end the day here, or press on after a nice evening meal.

That is using the lots of stuff happens in a day philosophy, if they are hex crawling where they will most likely only get into one encounter in a day then sleeping for the night in a tent is what gives you a short rest and going to a town or base camp for some real R&R is what gives you a long rest. Same goals apply as to it should take 3-4 days to get to the next location where they can take a long rest.
 



Hard to say. Any more than 1 is difficult but it depends on party composition. Something like this will just annoy the hell out of the DM.

1 Warmaster fighter
1 War Cleric
1 Light Cleric
1 Lore Bard
1 Warlock

Good luck making that party work after more than 1 rest.
 

That is using the lots of stuff happens in a day philosophy, if they are hex crawling where they will most likely only get into one encounter in a day then sleeping for the night in a tent is what gives you a short rest and going to a town or base camp for some real R&R is what gives you a long rest. Same goals apply as to it should take 3-4 days to get to the next location where they can take a long rest.

I like the idea of wilderness camping only providing short rest benefits.
 

My players will always decide when they have to stop, and occasionally deal with the consequences. Curiously, regardless of class, they seem to believe that only lack of HP is a good enough reason to stop the exploration and find a place to rest. They'll keep moving even if the wizard is out of spells or the monk could use some more ki points. It's a brave band of adventurers, only death would stop them... :)
 
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I let the players rest whenever they want, but I use wandering monsters so it's always a gamble. They're currently 1st level in my new game, so more than one short rest is only of minimal use anyway.

As someone above said, "Keep the clock ticking." The world doesn't stop just because the PCs do.

-TG :cool:
 

I would not be permitting more than 2 to a day...at a minimum of 1 hour. Stopping for 15 minutes is going to let you catch your breath if you've been running from something. It's not going to let you *Poof! Heal & Refresh your Powers*. The most common story-fluff, as already mentioned, would be around stopping for meals. A solid sit down, pull stuff out of your packs, relax [as much as you can].

That said, it is/would be totally up to the players/party. They can stop whenever they like...for as long as they want. And, as already noted, the monsters can move, the villain can scheme and give orders, the world will continue to spin. Whatever trouble that gets the party into...well, that's for them to deal with...kinda the point/fun of the game: meet, face and deal with the challenges of adventuring.
 

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