MockingBird
Hero
12 hr real life hard labor days an hour break is a god send. 5 min break wouldn't even be worth taking imo
But not a 30 second fight.12 hr real life hard labor days an hour break is a god send. 5 min break wouldn't even be worth taking imo
Let's map this out.It would depend on what is happening in the story. This is no different than a DM who has an exact time for short rests; they are still making a judgement as to whether X minutes will occur according to the imperatives of the story and then giving that decision to the player. I just make the ruling without worrying about whether X minutes has passed (which will be a made-up number anyway) and just give them the information they care about: do we have time to take a short rest and still have the spell effect going.
Specifically timed short rests lead to weird results because, outside of combat, D&D adventures run narratively, not on timed turns. In AD&D (1e) you could have used them, at least in theory, because out of combat turns were ten minutes, though we seldom if ever paid attention to that rule. Once the game is in story mode, it doesn't help.
Yes. That is the point: better class and encounter design. Design bereft of naps or other sequence breaking, pace wrecking twaddle.I would say 59 minutes is too short and 61 minutes is to long.
For all the 5 minute folks you’re not looking for a rest, just that powers come back every encounter.
Have you ever participated in any type of combat sport?But not a 30 second fight.
They neither lasted only 30 seconds, nor did I ever get an hour nap between matches.Have you ever participated in any type of combat sport?
I agree, death to short restsYes. That is the point: better class and encounter design. Design bereft of naps or other sequence breaking, pace wrecking twaddle.