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General Tabletop Discussion
*Dungeons & Dragons
8 hour Long Rest and total Healing up; change it to Roll All "Hit Dice" and add that to Hit Points
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<blockquote data-quote="Paraxis" data-source="post: 6522319" data-attributes="member: 13009"><p>The short/long rest thing is also tied to expected encounters. The game assumes 2-3 combat encounters between rests and around 8 combat encounters a day.</p><p></p><p>So </p><p>Wake up</p><p>3 encounters</p><p>Short rest</p><p>2 encounters</p><p>Short rest</p><p>3 encounters </p><p>Long rest</p><p></p><p>Or something close to that, if you are not using that many encounters in a day than you might want to stretch the time out by changing what is a short rest and what is a long rest. If you make short rests an evening camping in the woods (8 hours) and a long rest a day spent in civilization (24 hours). It all works out if the encounter structure is something like this.</p><p></p><p>Monday morning leave town.</p><p>Get into a random encounter, and one planned encounter.</p><p>Monday night (short rest)</p><p>Tuesday get into 3 encounters while exploring an old tomb.</p><p>Tuesday night (short rest)</p><p>Travel for 3 days getting no real quality sleep because of horrible weather. During this time get into another 3 encounters.</p><p>Make it to a new town and spend a day shopping and sleeping in a good inn (Long Rest)</p><p></p><p>You still have 2-3 encounters between each rest, you still get 8 encounters before a long rest. Resource management mostly stays the same. There are long duration spells like hex and hunters mark that get reduced in effectiveness but you could change those up if it becomes an issue.</p><p></p><p>This way a nights sleep is like a short rest, ie allows you to spend hit dice.</p><p></p><p>For hex crawling where 1 encounter a day is normal, and other wilderness exploration games this works well. Not so well in a long dungeon crawl which the base system is designed for where you do get into 8 fights or so in an adventuring day, to it depends on the type of campaign you run.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6522319, member: 13009"] The short/long rest thing is also tied to expected encounters. The game assumes 2-3 combat encounters between rests and around 8 combat encounters a day. So Wake up 3 encounters Short rest 2 encounters Short rest 3 encounters Long rest Or something close to that, if you are not using that many encounters in a day than you might want to stretch the time out by changing what is a short rest and what is a long rest. If you make short rests an evening camping in the woods (8 hours) and a long rest a day spent in civilization (24 hours). It all works out if the encounter structure is something like this. Monday morning leave town. Get into a random encounter, and one planned encounter. Monday night (short rest) Tuesday get into 3 encounters while exploring an old tomb. Tuesday night (short rest) Travel for 3 days getting no real quality sleep because of horrible weather. During this time get into another 3 encounters. Make it to a new town and spend a day shopping and sleeping in a good inn (Long Rest) You still have 2-3 encounters between each rest, you still get 8 encounters before a long rest. Resource management mostly stays the same. There are long duration spells like hex and hunters mark that get reduced in effectiveness but you could change those up if it becomes an issue. This way a nights sleep is like a short rest, ie allows you to spend hit dice. For hex crawling where 1 encounter a day is normal, and other wilderness exploration games this works well. Not so well in a long dungeon crawl which the base system is designed for where you do get into 8 fights or so in an adventuring day, to it depends on the type of campaign you run. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
8 hour Long Rest and total Healing up; change it to Roll All "Hit Dice" and add that to Hit Points
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