abirdcall
(she/her)
The one element of 5e that I have been having the hardest time with is pacing. 
I like the idea of short and long rests. The problem when the game is balanced around 6-8 encounters and 2 short rests per long rest, is that it becomes unbalanced when that is deviated from.
In my last campaign I tried out the 'gritty realism' variant. 8 hours for a short rest and 7 days for a long rest. I used it for the narrative. I ended up waiving it in safe places like towns.
This created some problems, the most significant being that the players didn't know when they could rest effectively.
I have come a conclusion and I am going to try something new in my next campaign (OotA). Altering rest by scale.
If characters are in an environment like a town or a dungeon where they are moving in a scale of feet, then they can rest in the regular 1hr/8hr time frame.
If the scale is different such as with overland (or under...) travel then a short rest will be something like 4-6 hours whereas a long rest is more in the 16 hour range. Enough time to set up camp, have dinner, have a nice long rest, have breakfast, prepare, forage a bit, etc.
Resting is more about the narrative than simulation. After a successful long rest the tension melts away.
I like it because it maintains the short and long rest dynamics and myself and the players should know when to apply it successfully.
Thoughts? Suggestions?
				
			I like the idea of short and long rests. The problem when the game is balanced around 6-8 encounters and 2 short rests per long rest, is that it becomes unbalanced when that is deviated from.
In my last campaign I tried out the 'gritty realism' variant. 8 hours for a short rest and 7 days for a long rest. I used it for the narrative. I ended up waiving it in safe places like towns.
This created some problems, the most significant being that the players didn't know when they could rest effectively.
I have come a conclusion and I am going to try something new in my next campaign (OotA). Altering rest by scale.
If characters are in an environment like a town or a dungeon where they are moving in a scale of feet, then they can rest in the regular 1hr/8hr time frame.
If the scale is different such as with overland (or under...) travel then a short rest will be something like 4-6 hours whereas a long rest is more in the 16 hour range. Enough time to set up camp, have dinner, have a nice long rest, have breakfast, prepare, forage a bit, etc.
Resting is more about the narrative than simulation. After a successful long rest the tension melts away.
I like it because it maintains the short and long rest dynamics and myself and the players should know when to apply it successfully.
Thoughts? Suggestions?