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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="CapnZapp" data-source="post: 6532854" data-attributes="member: 12731"><p>The real solution is to leave rest frequency / duration up to the individual scenario.</p><p></p><p>It is the idea that all rests must always work the same that is the problem.</p><p></p><p>Most groups enjoy variety in their adventuring, doing a dungeon one day and trekking across the wilderness the other month.</p><p></p><p>So instead of saying three encounters, rest one hour, three more encounters and then sleep for the night;</p><p></p><p>Instead say three encounters, short rest, three more encounters, then a long rest.</p><p></p><p>You're so very near, then you (as does everybody else) start talking about changing short and long rests to day/week...</p><p></p><p>With long and elaborate examples. All for nothing. As if that's gonna solve anything. Perhaps you solve the wilderness trek, but instead you break the dungeon.</p><p></p><p>The truth is that no given value for a rest will work for all or even most adventures (unless all you do is dungeon bashing!), so why bother?</p><p></p><p>Why not settle for the basic fundamentals: three encounters, short rest, three encounters, short rest, three encounters, long rest...</p><p></p><p>...and then give general advice that works in all cases? "in dungeons, a short rest taking as little as five minutes could work; during extended and relatively eventless voyages, a long rest per port of call or oasis could be appropriate even if separated by weeks"</p><p></p><p>And so on.</p><p></p><p>Man, I wish this stuff was in the DMG.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6532854, member: 12731"] The real solution is to leave rest frequency / duration up to the individual scenario. It is the idea that all rests must always work the same that is the problem. Most groups enjoy variety in their adventuring, doing a dungeon one day and trekking across the wilderness the other month. So instead of saying three encounters, rest one hour, three more encounters and then sleep for the night; Instead say three encounters, short rest, three more encounters, then a long rest. You're so very near, then you (as does everybody else) start talking about changing short and long rests to day/week... With long and elaborate examples. All for nothing. As if that's gonna solve anything. Perhaps you solve the wilderness trek, but instead you break the dungeon. The truth is that no given value for a rest will work for all or even most adventures (unless all you do is dungeon bashing!), so why bother? Why not settle for the basic fundamentals: three encounters, short rest, three encounters, short rest, three encounters, long rest... ...and then give general advice that works in all cases? "in dungeons, a short rest taking as little as five minutes could work; during extended and relatively eventless voyages, a long rest per port of call or oasis could be appropriate even if separated by weeks" And so on. Man, I wish this stuff was in the DMG. [/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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