Yaarel
🇮🇱 🇺🇦 He-Mage
Toward a different solution.
All rests are short rests, whether 10 minute breather, 1-hour lunch, 8-hour sleep, etcetera.
However, twice per level, the player can choose to treat any one of these short rests as if a long rest − to do a full refresh.
The rationale is:
There are about fifteen encounters per level to advance to the next level. Actually, the leveling rate depends on the experience points required to gain the next level, and the experience points from each standard encounter at that level. The number of encounters varies depending on tier: from about 5 encounters at level 1, up to about 15 encounters to get from level 4 to level 5, then plateauing, until going back down to about 10 encounters at level 12 thru level 20.
So, if the "sweet spot" tiers are about 15 encounters for the next level, that works out to be roughly two long rests per level.
This way, the two long rests become a precious resource that the players choose when to use and must utilize wisely.
Suddenly. The players become responsible for resting, and the DM can mostly ignore resting and focus entirely on the adventure narrative. Time becomes irrelevant. If the DM plans an adventure where 15 combat encounters occur across one hour, fine; and if the DM plans an adventure where 15 combat encounters occur across one year, fine too.
Relatedly, I dont use experience points. I simply count the number of successful encounters before leveling. (Encounters that turn out to be easy count as half an encounter, difficult as one-and-half, and a near TPK counts as two encounters.) I start off at 4 encounters to reach level 2, increase by 4s until 16 encounters to reach level 5, then stay at about 16. Encounters just need to feel challenging and dont need to be combat encounters.
So it is easy for me to let players use two long rests per level. I plan to do this rest variant, but havent done it yet.
All rests are short rests, whether 10 minute breather, 1-hour lunch, 8-hour sleep, etcetera.
However, twice per level, the player can choose to treat any one of these short rests as if a long rest − to do a full refresh.
The rationale is:
There are about fifteen encounters per level to advance to the next level. Actually, the leveling rate depends on the experience points required to gain the next level, and the experience points from each standard encounter at that level. The number of encounters varies depending on tier: from about 5 encounters at level 1, up to about 15 encounters to get from level 4 to level 5, then plateauing, until going back down to about 10 encounters at level 12 thru level 20.
So, if the "sweet spot" tiers are about 15 encounters for the next level, that works out to be roughly two long rests per level.
This way, the two long rests become a precious resource that the players choose when to use and must utilize wisely.
Suddenly. The players become responsible for resting, and the DM can mostly ignore resting and focus entirely on the adventure narrative. Time becomes irrelevant. If the DM plans an adventure where 15 combat encounters occur across one hour, fine; and if the DM plans an adventure where 15 combat encounters occur across one year, fine too.
Relatedly, I dont use experience points. I simply count the number of successful encounters before leveling. (Encounters that turn out to be easy count as half an encounter, difficult as one-and-half, and a near TPK counts as two encounters.) I start off at 4 encounters to reach level 2, increase by 4s until 16 encounters to reach level 5, then stay at about 16. Encounters just need to feel challenging and dont need to be combat encounters.
So it is easy for me to let players use two long rests per level. I plan to do this rest variant, but havent done it yet.
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