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(+) Balancing Gritty Rest
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<blockquote data-quote="ninjayeti" data-source="post: 9138855" data-attributes="member: 6789120"><p>The group I am a player in has used some version of this rule for the past four campaigns, spanning over four years of weekly games. It works great and I highly recommend it. I am not using it in the group I DM for just because it would not work with the pacing of the published campaign I am running - if I end up running a homebrew adventure for my next campaign I am 100% going to implement it though. </p><p></p><p>On average we probably only do 1-2 short rests before long resting - even hitting 3 short rests for a week is an exception rather than the norm; </p><p>so for us at least it did not shift the balance significantly away from the expectation of 2 short rests per long rest. Losing HP means most parties can' t go too long without the long rest. In theory you could do a celestial warlock/fighter/monk group to try to exploit the rule, but unless your players are going all in to try to "break" the rule it should not be a problem. </p><p></p><p>We allow Mage Armor to last 3 days, and I think we have adjusted a couple of other spell durations where they made sense, but have just done so on a ad hoc basis rather than trying to make a specific rule. For example upcast Hex is 8 hours, but it is a warlock spell, so the slot is recharging on a short rest anyway. I would err on the side of leaving spell durations as is, and adjusting only where it is clearly warranted. </p><p></p><p>So yeah, it works great, and is mostly fine out of the box with few tweaks.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 9138855, member: 6789120"] The group I am a player in has used some version of this rule for the past four campaigns, spanning over four years of weekly games. It works great and I highly recommend it. I am not using it in the group I DM for just because it would not work with the pacing of the published campaign I am running - if I end up running a homebrew adventure for my next campaign I am 100% going to implement it though. On average we probably only do 1-2 short rests before long resting - even hitting 3 short rests for a week is an exception rather than the norm; so for us at least it did not shift the balance significantly away from the expectation of 2 short rests per long rest. Losing HP means most parties can' t go too long without the long rest. In theory you could do a celestial warlock/fighter/monk group to try to exploit the rule, but unless your players are going all in to try to "break" the rule it should not be a problem. We allow Mage Armor to last 3 days, and I think we have adjusted a couple of other spell durations where they made sense, but have just done so on a ad hoc basis rather than trying to make a specific rule. For example upcast Hex is 8 hours, but it is a warlock spell, so the slot is recharging on a short rest anyway. I would err on the side of leaving spell durations as is, and adjusting only where it is clearly warranted. So yeah, it works great, and is mostly fine out of the box with few tweaks. [/QUOTE]
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