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(+) Balancing Gritty Rest
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<blockquote data-quote="Maxperson" data-source="post: 9138756" data-attributes="member: 23751"><p>How did you space them during a 24 hour day? You could theoretically get 10+ in a 24 hour day since they are 1 hour rests. If you limited them like I did to say, 2 short rests in a 24 hour period, you can do the same over the 7 days. Only 2 of the 8 hour rests will actually grant abilities back and allow hit dice use. I would recommend allowing them their first rest on whatever day they want, and then the second rest has to be at least two days later. That spaces them out fairly well.</p><p></p><p>I used the gritty rest variant and I didn't have to alter duration times at all. There were no issues that came up. That said, if you are going for the feel of a very fantastical setting, then extended durations would hit that note.</p><p></p><p>What I did was change "until long rest" to "until morning." I think that magic items are pretty weak sauce in 5e, so that gave them a bit of oomph. It would also add to the fantastical feel you are looking for if you boost them a bit like that.</p><p></p><p>Add to that the one week between long rests means a lot more exploration going on between those rests, which uses up resources that way as well. More doors to use Knock on. More silence spells used to sneak past things. And so on.</p><p></p><p>The extra resources expended during the increased amount of exploration threw us off a bit, so what we did was add in a third kind of rest. The overnight rest. Since exploration can lead to hit point loss and almost certainly increased spell slot loss, we allowed an overnight rest to get the PCs back up to half of their total hit dice back OR 2 spell slots, their choice.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9138756, member: 23751"] How did you space them during a 24 hour day? You could theoretically get 10+ in a 24 hour day since they are 1 hour rests. If you limited them like I did to say, 2 short rests in a 24 hour period, you can do the same over the 7 days. Only 2 of the 8 hour rests will actually grant abilities back and allow hit dice use. I would recommend allowing them their first rest on whatever day they want, and then the second rest has to be at least two days later. That spaces them out fairly well. I used the gritty rest variant and I didn't have to alter duration times at all. There were no issues that came up. That said, if you are going for the feel of a very fantastical setting, then extended durations would hit that note. What I did was change "until long rest" to "until morning." I think that magic items are pretty weak sauce in 5e, so that gave them a bit of oomph. It would also add to the fantastical feel you are looking for if you boost them a bit like that. Add to that the one week between long rests means a lot more exploration going on between those rests, which uses up resources that way as well. More doors to use Knock on. More silence spells used to sneak past things. And so on. The extra resources expended during the increased amount of exploration threw us off a bit, so what we did was add in a third kind of rest. The overnight rest. Since exploration can lead to hit point loss and almost certainly increased spell slot loss, we allowed an overnight rest to get the PCs back up to half of their total hit dice back OR 2 spell slots, their choice. [/QUOTE]
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