sable_twilight
Explorer
I’ve been thinking about ways to create more challenging overland and wilderness travel experiences while not completely gutting the six-encounter adventuring day for dungeon crawls. My thought is to slow down natural healing, separate natural healing from long rests, and make longer long rests. Short Rests would remain an hour.
So to summarize:
Thoughts?
So to summarize:
- Characters only recover 1 Hit Die and their level + CON Mod Hit Points per day when they awaken from their sleep.
- Characters may spend Hit Dice before or after sleeping to regain Hit Points, same as a Short Rest.
- Considering: Hit Dice spent prior to or after sleeping would restore the maximum amount of hit points per die.
- Characters engaged in Recuperating as a Downtime activity regain an additional Hit Die.
- Characters may spend Hit Dice before or after sleeping to regain Hit Points, same as a Short Rest.
- Long Rests for recovery of spells and class abilities requires 1 Full Day.
- A long rest requires a Squalid or better Lifestyle
- It is up to the DM if the party can find suitable resting conditions away from civilization.
- During a long rest, characters can engage in things light activity (such as guard duty) and up to one hour of strenuous activity (such as combat and spell casting), but no other downtime activity.
- A long rest is considered it's own sort of downtime activity can represent things such as:
- preparing gear, spells, and other elements of their craft
- meditating or communing with the forces from which they draw their power
- recovering from stresses of combat exertion or channeling vast amounts of energy
- A long rest is considered it's own sort of downtime activity can represent things such as:
- A long rest requires a Squalid or better Lifestyle
Thoughts?
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