CapnZapp
Legend
That's pretty much the premise of the thread, yes.Under the premise that short rests are so long, anytime you could rest for an hour you can often rest for 8 instead.
You were saying...?
That's pretty much the premise of the thread, yes.Under the premise that short rests are so long, anytime you could rest for an hour you can often rest for 8 instead.
It would have been insanely great if you wrote the rest section of the PHB, yesI find that calling a short rest a "lunch break" and dropping any sort of specific length of time from it provides the players a better understanding of what's really happening in the fiction, making them more likely to take one as appropriate.
Similarly, a long rest becomes a night's rest (or a day's rest if they're operating at night ), and they don't get the benefits of it until they've spent the day doing stuff.
I think the more general solution would be for 5e to NOT prescribe highly specific rest times (with basically no allowances for exceptions) and instead do that what you're talking about.Pinning down a specific time for rest benefits constrains campaign pacing. 5e & 13A both went with imbalnced-resource class designs to better evoke the classic game. 13A used an arbitrarily recharge mechanic to limit the imbalances, so the GM could pace the game as he liked, and an abstract 'campaign loss' option to retain some player agency in spite of it. 5e, favoring DM Empowerment, left balance-through-pacing to the DM/player dynamic: if the DM forces the prescribed number of sufficiently taxing encounters between rests, as much mechanical balance as possible is retained, if the players take more rests than intended, they'll do much better against encounters, and trash class balance - classic feel all the way.
Sure. In other circumstances, 5 min rests might be easily taken after every encounter.
IMHO, a more general solution, in keeping with 5e's rulings-not-rules philosophy is to generally just rule on whether a rest is possible and how long it takes as you go. Don't get pinned down to specific times, and you can adapt 5e resource-management to your campaign rather than vice-versa.
It would have been insanely great if you wrote the rest section of the PHB, yes![]()
I've eliminated short rests from my game as far as non-HP resource replenishment goes.
Whatever resources you get on a short rest you get 2x that on a long rest. Yes, the game suggests two short rests per adventuring day which implies 3x short rest abilities per adventuring day. But I think the added flexibility of having them all at once makes up for it. Want to action surge twice in one combat? Knock yourself out.
Expending HD to regain HP takes 5-10 minutes. Basically the time after a battle that the rest of the party takes to gather their stuff, loot bodies, and do a short search. BECMI, for example, advised rounding up all combat to one turn, i.e. ten minutes, for turn tracking purposes. So I used that idea to say that the default, barring something interrupting you like more monsters, is that everyone has 5-10 minutes after combat to eat a sammich and use a healing kit as I have implemented the rule that regaining HP, at least HP via this 'short rest' mechanic, requires the use of a healing kit.
I have noticed no adverse effects. In fact, it makes encounter balance easier.
I hate the 1 hour timeframe because it creates an argument in my group every time the topic of taking a rest comes up. Even though as DM I'm not involved in these arguments, they still waste my time and annoy me.
Glad you like it, and the DM can of course, do so. He may have to go as far as making it a formal the-rule-is-there-is-no-rule house rule, but I've had little trouble just ruling whether rest are possible or establishing different rest requirements in different stories.I think the more general solution would be for 5e to NOT prescribe highly specific rest times (with basically no allowances for exceptions) and instead do that what you're talking about.
It is strangely out of character (npi) for a game that inserts the DM into every instance of action-resolution.The only thing the DMG offers as variants is to replace the rigid 1/8 hour scheme with equally rigid schemes, utterly missing the point which is that different adventures (in the same campaign) might have very different rest frequency needs.