D&D 5E Should short rest be an hour long?

Since I haven't seen it mentioned yet, the Cypher System has an interesting approach to recovery: Each recovery takes longer than the last one, up until the long rest.

In D&D terms, your first short rest of the day would take 1 minute, your second would take 10 minutes, your third would take 1 hour, your fourth would take 8 hours (and it would count as a long rest, unless you've already taken a long rest within the past 24 hours, in which case it only counts as a short rest). After the long rest, the count resets.
 

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Dungeon Masters arent 'prohibited from metagaming'. Only players are. In fact, the DM is required to metagame his encounters (designing level/ CR appropriate threats and challenges for his party).
Is the DM required to design encounters with regard to party level? If so, this is the first I've heard of it.

It's the job of the DM to play all of the NPCs in the world. If it doesn't make sense for those level-appropriate enemies to be in the path of the PCs, then they won't be there; they'll be somewhere that it makes sense for them to be. If playing the dragon means that it wants to be where the PCs are, then it will be there.
 

Is the DM required to design encounters with regard to party level? If so, this is the first I've heard of it.

You can load up your 1st level dungeons with DC 25 traps and Pit Fiends instead of Kobolds if you want, but (again) you're playing the game contrary to expectations, so expect different results.

'My 1st level PCs keep getting TPK'd by these Pit Fiends. Anyone know why? Obviously the game is broken'

The game has expectations behind the maths. CRs are roughly level appropriate challenges. Reources are expected to last 6-8 encounters. The default setting is a dungeon environment.

Feel free to run the game contrary to these expectations, but bear in mind the game is going to go wonky as a result. 5 minute adventuring days, encounters on wide open plains, and waves of CR20 monsters against 1st level PCs will give you vastly different outcomes.

It's the job of the DM to play all of the NPCs in the world. If it doesn't make sense for those level-appropriate enemies to be in the path of the PCs, then they won't be there; they'll be somewhere that it makes sense for them to be. If playing the dragon means that it wants to be where the PCs are, then it will be there.

Which is all well and good (from time to time). But the game assumes that the default combat encounter will be a [medium-hard] challenge appropriate for the party. Its why adventures have 'For characters of level X' and why adventure paths start with EL1 encounters and progress at roughly the same rate as the PCs do.

This is a basic assumption of DnD and has been since the game was created. If you want to run it differently to this baseline then you should not only expect different results, but you also shouldnt complain the game sucks when they do happen.
 

Which is all well and good (from time to time). But the game assumes that the default combat encounter will be a [medium-hard] challenge appropriate for the party. Its why adventures have 'For characters of level X' and why adventure paths start with EL1 encounters and progress at roughly the same rate as the PCs do.
It needs to have some sort of assumptions, just as a baseline to have any math at all, but assumptions aren't rules. If you know that a party can face 6-8 medium-hard challenges before resting, then that's useful information, but it's not the same as telling the DM to throw 6-8 level-appropriate encounters into the path of the PCs. How the DM goes about populating the world is another one of those things which varies from DM to DM and table to table.

It's also useful information from a world-building perspective. If a dragon would threaten the existence of civilization in a particular region, then as the world-builder, you know that there's no dragon in that region. Building a world which is conducive to adventure, which doesn't tear itself apart from internal strain or require meta-gaming to maintain functioning, is part of the art and science of world-building.
 

It needs to have some sort of assumptions, just as a baseline to have any math at all, but assumptions aren't rules.

I never said they were rules.

I said that if you play the game contrary to these assumptions (assumptions that the maths of the game revolve around, like CR and encounters per rest, and short rests per long rest) then you are going to get very different results from the baseline.

I think we can all accept that fact to be self evidently true.

If you know that a party can face 6-8 medium-hard challenges before resting, then that's useful information, but it's not the same as telling the DM to throw 6-8 level-appropriate encounters into the path of the PCs.

Would you prefer a rule that forces 6-8 CR appropriate encounters on your players every single adventuring day?

Because a few seconds ago you were arguing the exact opposite.

It's also useful information from a world-building perspective. If a dragon would threaten the existence of civilization in a particular region, then as the world-builder, you know that there's no dragon in that region. Building a world which is conducive to adventure, which doesn't tear itself apart from internal strain or require meta-gaming to maintain functioning, is part of the art and science of world-building.

You cant metagame as DM. Or more appropriately, you have to metagame as DM if you want to challenge (but not overwhelm) your players characters. When designing encounters, you do so with respect to the characters you are designing them for. You dont sit down and design a horde of CR20 pit fiends for your 1st level PCs, or a quest that can only be solved via means that your party do not have.

If we accept the premise at the start of this post to be true (the game assumes as default a certain number of CR appropriate encounters to work best) then most DMs are going to be spending their time designing a certain number of CR appropriate encounters to throw at their roster of characters, with the expectation that those encounters will challenge and entertain the players.

Can we accept this to be the assumption at least?

Im always a little leery of DMs that complain when the game goes out of kilter when they run it differently to its assumptions, or out of context with these assumptions.

Its like a guy who purchases a Ferrari with a top speed of 200 Mph and then whinges when the thing totally sucks off road in the mud, or buying a Hummer and compaining that the thing guzzles fuel and is slow on road. Or going varmit hunting with a .50 cal machine gun, or conversely heading out big game hunting with a subsonic .22 LR.

You can drive that Ferrari in the mud, or your Hummer on the road, but thats not what they were built for and your results will suffer. Same deal with the guns. Dont expect optimal results when going against the grain.

Instead of blaming the problem on your equipment, you should also consider the possibility that the problem actually lies elsewhere (i.e with how you are choosing to use it).
 
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If you really want to, sure, you can apply bandages whenever. They just don't do anything, unless you apply them during a short rest and spend Hit Dice. The end of a short rest is the only time when it is legal to expend a usage from your medkit for this purpose.

Okay, I apply bandages at 11:55 to the bard, start my Officially Designated Short Rest Hour at noon, apply bandages to the rogue at 12:05, and at 1pm the Official Short Rest Hour ends.

You seem to be saying that the bard cannot spend hit dice because although he has been bandaged they were applied five minutes too early to count!

You also seem to be saying that the rogue can't spend hit dice either, because his bandages were not applied at the end of the Official Short Rest!

Correct me if I've misunderstood your position.
 

Okay, I apply bandages at 11:55 to the bard, start my Officially Designated Short Rest Hour at noon, apply bandages to the rogue at 12:05, and at 1pm the Official Short Rest Hour ends.

You seem to be saying that the bard cannot spend hit dice because although he has been bandaged they were applied five minutes too early to count!

You also seem to be saying that the rogue can't spend hit dice either, because his bandages were not applied at the end of the Official Short Rest!

Correct me if I've misunderstood your position.
By the rules, the bard can't spend Hit Dice, but the rogue can. The only important thing is that the bandages were applied during the short rest. Expending the Hit Dice and marking off one use from the medkit, at the end of that period, is only a matter of bookkeeping. (It's kind of like how, in combat, we resolve everything for your turn at a single point in time, even though it was actually taking place over a period of six seconds.) That's just RAW, though.

By common sense, which is what I'm arguing, the only important thing is that they actually had those bandages applied at some point. Nobody heals anything unless they actually did the thing, regardless of whatever opportunities for that that thing may have arisen. And you need sufficient time to actually do the thing - you can't do it while travelling, or shopping, or anything else. If you want to apply bandages for five minutes, and then engage in thirty minutes of vigorous combat before resting for an hour, then that scenario is outside of the purview of what the rules describe and would be subject to DM interpretation.

There's also nothing suggesting that everyone in the party need to rest at the same time, though, or that you even need to declare that you're taking a short rest. If you apply bandages to the bard at 11:55, and then the bard spends the rest of that hour until 12:55 with eating and reading a book, then that period of time was probably sufficient for the bard to gain the benefits of a short rest (and can spend Hit Dice to heal). But if you apply those bandages at 11:55, and then spend five minutes running away from dinosaurs before you find a place to relax, that resting attempt would be ruined and the bard would have to restart their rest at noon; whether the bandaging attempt was also ruined, or whether the bard could just spend Hit Dice at 1pm, would depend on the specific details and DM interpretation.

But again, asynchronous short rests are not something that's likely to occur at the table. If you start applying bandages to the bard at 11:55, then the rogue is probably already resting and awaiting treatment before you can get to them at 12:05, so it's entirely probable that the entire group will be done resting by 12:55 if not earlier.
 

By the rules, the bard can't spend Hit Dice, but the rogue can. The only important thing is that the bandages were applied during the short rest. Expending the Hit Dice and marking off one use from the medkit, at the end of that period, is only a matter of bookkeeping. (It's kind of like how, in combat, we resolve everything for your turn at a single point in time, even though it was actually taking place over a period of six seconds.) That's just RAW, though.

Not by the short rest rules in the PHB. I'm unfamiliar with the variant you are using, but there are two things to note about the PHB rules:-

* although they allow you to do stuff like eating/bandaging to occur during the short rest without such activity negating the rest, they do not actually require any of these things to occur during that rest

* conceptually, we have always hand-waved such mundane activities since the hobby started. We never required players to tell the DM exactly when we swigged from our canteen, had a bite of the beef jerky, or spent 60 seconds applying a bandage. 5E doesn't suddenly expect us to do so!

The problem with the 'RAW' you describe is that, instead of making sense like the PHB rule and instead of hand-waving the mundanity like the PHB rule, it enforces the absurd. What, a bandage applied ASAP doesn't work but one applied a few hours later (when we have our Official Short Rest) does? Now, eating between official rests doesn't count?

And even that is ignoring the absurdity of requiring bandages in order to get your breath back! Hit points are not meat in D&D.

By common sense, which is what I'm arguing, the only important thing is that they actually had those bandages applied at some point. Nobody heals anything unless they actually did the thing, regardless of whatever opportunities for that that thing may have arisen. And you need sufficient time to actually do the thing - you can't do it while travelling, or shopping, or anything else. If you want to apply bandages for five minutes, and then engage in thirty minutes of vigorous combat before resting for an hour, then that scenario is outside of the purview of what the rules describe and would be subject to DM interpretation.

We largely agree here. Yes, the bandages (if they are needed) do have to be applied, but not necessarily in the Officially Designated Hour. The point is that even if they are applied that you only get to spend hit dice if you've done nothing stressful for an hour.

Second, yes we can and should hand-wave bandaging and eating in the same way we always have, in the same way we hand-wave urinating/shaving. We know our PCs do this stuff; it's not interesting to role-play out (unless something is actively messing with your ability to do any of these things, like having enough water to cross a desert).

There's also nothing suggesting that everyone in the party need to rest at the same time, though, or that you even need to declare that you're taking a short rest. If you apply bandages to the bard at 11:55, and then the bard spends the rest of that hour until 12:55 with eating and reading a book, then that period of time was probably sufficient for the bard to gain the benefits of a short rest (and can spend Hit Dice to heal). But if you apply those bandages at 11:55, and then spend five minutes running away from dinosaurs before you find a place to relax, that resting attempt would be ruined and the bard would have to restart their rest at noon; whether the bandaging attempt was also ruined, or whether the bard could just spend Hit Dice at 1pm, would depend on the specific details and DM interpretation.

But again, asynchronous short rests are not something that's likely to occur at the table. If you start applying bandages to the bard at 11:55, then the rogue is probably already resting and awaiting treatment before you can get to them at 12:05, so it's entirely probable that the entire group will be done resting by 12:55 if not earlier.

Exactly. If the party happen to be lounging in a library, eating bonbons and sipping lemonade for an hour, then they've had a short rest whether they pre-announced it or not.

It's not the announcing of a short rest which gives the benefits, nor is it the intention to rest for an hour; it's actually having spent an hour resting already that gives the benefit. Therefore, retro-active announcement of having just had a short rest makes more sense than saying that you are going to have a short rest, because that might be interrupted while you know for a fact that you were not interrupted in the previous hour (because you've already experienced it).

If I ever were playing in a campaign where the DM required medkit charges to be spent to use my own hit dice, I'd apply the bandages (and make sure I mentioned that I'm doing this) and use up a charge as and when I got a moment to do so, Official Short Rest or not. Then, at the end of the first uninterrupted hour of rest, I'd spend my hit dice.

A DM would have to be losing his marbles to deny the spending of hit dice on the grounds that the bandages were applied too soon. Do we really want PCs bleeding all over the campaign world just to satisfy an absurd meta-game?

If a DM were foolish enough to not hand-wave eating/drinking/urinating/bandaging/shaving, the only effect that would have is for the players to regurgitate a pre-written list of 'standard' stuff they do, which will bog down game-play without making the game better in any way.

Thankfully, the actual PHB RAW does not require this.
 

I haven't read the entire thread, but in the game I presently DM, I houseruled that a long rest requires favorable conditions, otherwise PCs only get a short rest. Most rests that occur in the wilderness won't allow a long rest's benefits. Or, if you are interrupted during the night with battle, usually benefits of a long rest do not occur either. So short rests are what you get by default.

If PCs don't sleep enough, they also gain one degree of exhaustion, for example, when they are about 36 hours without a good night's sleep.

In practice, they've had some successive nights that were long rests where they managed to jump from one village to the next and sleep in a cosy inn, but then they had a couple nights in sleeping out in the wild, attacked by wolves and yetis, and they didn't get more than a short rest - and even a level of exhaustion during the last session. That was interesting because they were short on resources for quite a while, and that forced them to approach battles very conservatively, or even try to avoid battles altogether.
 

Would there be any way to incorporate a third type of rest which has some benefits of a short rest, but not all?

Perhaps a 10 minute "Quick Rest" allows spending HD to heal, but doesn't recharge powers.

I do think it's odd that you can have combat while in the middle of a long rest and get all the benefits.
 

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