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General Tabletop Discussion
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Assaying Immersive Rest Rules
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<blockquote data-quote="Steampunkette" data-source="post: 8300504" data-attributes="member: 6796468"><p>So... Here's how I would change things up.</p><p></p><p>1) Breather. Minimum 15 minutes maximum 1 hour. You can expend hit dice at the end of each 15 minute increment, but if you didn't get enough healing from your hit dice, you must take another 15 minutes to use additional hit dice. This shorter form of rest exists so players can make more use of their hit dice without delaying their pursuit of a villain too drastically, for example.</p><p></p><p>2) Meditation: 4 hours. People rarely meditate for 12 hour stretches. Yeah, there are yogis and the like who do so, but your player characters probably aren't going to be that. At the end of a Meditation you can expend as many Hit Dice as you like and recover your Short Rest abilities. Making the person meditating blind and deaf means that others cannot meditate at the same time, requiring shift protection of the incapacitated character, which means your party will likely cycle through meditations and get you those 12 hours.</p><p></p><p>3) Sleep: 8 hours of sleep, 4 hours for some people. Recover 1/4HD and that rank of exhaustion, plus other benefits you have listed.</p><p></p><p>4) R&R: 48 contiguous hours of Meditation, Sleep, Relaxation, Eating and Drinking, and quiet comfort during which all of the everystuff is recovered.</p><p></p><p>I'd also like to point out that if 2 of your players go through meditations for 4 hours each that gives everyone else enough time to get a full on Sleep in, by this method, while still keeping at least one person on watch.</p><p></p><p>I am curious, though... Do you intend for Fighters recovering their Battlemaster Dice to also sit peacefully focused inward in Meditations that can last days to recover their short-rest or long-rest abilities? Bards and Rogues, too?</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8300504, member: 6796468"] So... Here's how I would change things up. 1) Breather. Minimum 15 minutes maximum 1 hour. You can expend hit dice at the end of each 15 minute increment, but if you didn't get enough healing from your hit dice, you must take another 15 minutes to use additional hit dice. This shorter form of rest exists so players can make more use of their hit dice without delaying their pursuit of a villain too drastically, for example. 2) Meditation: 4 hours. People rarely meditate for 12 hour stretches. Yeah, there are yogis and the like who do so, but your player characters probably aren't going to be that. At the end of a Meditation you can expend as many Hit Dice as you like and recover your Short Rest abilities. Making the person meditating blind and deaf means that others cannot meditate at the same time, requiring shift protection of the incapacitated character, which means your party will likely cycle through meditations and get you those 12 hours. 3) Sleep: 8 hours of sleep, 4 hours for some people. Recover 1/4HD and that rank of exhaustion, plus other benefits you have listed. 4) R&R: 48 contiguous hours of Meditation, Sleep, Relaxation, Eating and Drinking, and quiet comfort during which all of the everystuff is recovered. I'd also like to point out that if 2 of your players go through meditations for 4 hours each that gives everyone else enough time to get a full on Sleep in, by this method, while still keeping at least one person on watch. I am curious, though... Do you intend for Fighters recovering their Battlemaster Dice to also sit peacefully focused inward in Meditations that can last days to recover their short-rest or long-rest abilities? Bards and Rogues, too? [/QUOTE]
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