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<blockquote data-quote="Shiroiken" data-source="post: 7462119" data-attributes="member: 6775477"><p>I never actually had a problem with the players deciding when to rest (i.e. 5 minute work day). If they want to take a short rest, I'll make a check to see if they're interrupted, plus check to see if the party's actions have been noticed by the enemy, who will then take appropriate action and/or adjustments based on their Intelligence. The same is even more true for taking a long rest, so my players usually don't choose to rest unless they absolutely must.</p><p></p><p>I hate that too, which is the point of this idea. While it mechanically works just fine, it just feels wrong to me if I want to run a slightly gritty game without having to go with 1 week long rests.</p><p></p><p>While this will be detrimental to spellcasters, it will be somewhat detrimental to most classes. No long rest abilities recover until the full 24 hour rest is completed, including racial and class abilities, so this impacts the half orc's relentless endurance, the barbarian's rage, the fighter's indomitable, open hand monk's wholeness of body, and several warlock Invocations. It will boost most short rest classes by comparison, as the rogue and monk are hardly affected at all, but I don't feel that players would move to use them en mass. Spellcasters will still be getting back about half their spell slots (at least, until higher levels), so they won't be nonviable. The big "nerf" that casters will get is the removal of the nova option, which most people would probably consider a good thing.</p><p></p><p>The biggest impact it will have is changing adventure design, just like with the slower resting option in the DMG. PCs will still be able to adventure for several days in a row, but it will create a point of diminishing returns, where taking the 24 hours will be a necessary option. Thus adventures will have to either have a safe resting spot somewhere the party can use, or be short enough to be completed without taking a 24 hour long rest.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7462119, member: 6775477"] I never actually had a problem with the players deciding when to rest (i.e. 5 minute work day). If they want to take a short rest, I'll make a check to see if they're interrupted, plus check to see if the party's actions have been noticed by the enemy, who will then take appropriate action and/or adjustments based on their Intelligence. The same is even more true for taking a long rest, so my players usually don't choose to rest unless they absolutely must. I hate that too, which is the point of this idea. While it mechanically works just fine, it just feels wrong to me if I want to run a slightly gritty game without having to go with 1 week long rests. While this will be detrimental to spellcasters, it will be somewhat detrimental to most classes. No long rest abilities recover until the full 24 hour rest is completed, including racial and class abilities, so this impacts the half orc's relentless endurance, the barbarian's rage, the fighter's indomitable, open hand monk's wholeness of body, and several warlock Invocations. It will boost most short rest classes by comparison, as the rogue and monk are hardly affected at all, but I don't feel that players would move to use them en mass. Spellcasters will still be getting back about half their spell slots (at least, until higher levels), so they won't be nonviable. The big "nerf" that casters will get is the removal of the nova option, which most people would probably consider a good thing. The biggest impact it will have is changing adventure design, just like with the slower resting option in the DMG. PCs will still be able to adventure for several days in a row, but it will create a point of diminishing returns, where taking the 24 hours will be a necessary option. Thus adventures will have to either have a safe resting spot somewhere the party can use, or be short enough to be completed without taking a 24 hour long rest. [/QUOTE]
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