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(+) Balancing Gritty Rest
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<blockquote data-quote="Shiroiken" data-source="post: 9139637" data-attributes="member: 6775477"><p>I have considered doing the same, but had not gone as fully into the details as you have considered. My plan was to have a Long Rest be either 3 full days of rest (no casting, traveling, combat, etc.) or part of a week of downtime. I figured the players would choose it as part of downtime more often, and it would make downtime be an important part of the campaign. The 3 day rest option would be while on quests and any time based adventures, where they might have a chance to rest, but not enough for a full week.</p><p></p><p></p><p>I don't think any modification would be necessary. While you're more likely to see short rest classes, the number of short rests per encounter may not necessarily change. One day might have 2-3 encounters, while another might not have any at all. The big advantage for short rest classes is that they <strong>will</strong> have to actually happen.</p><p></p><p></p><p>Except for a handful of spells, spell duration is largely meant to last for 1 encounter. Even the hour long spells are seldom likely to impact more than 1 encounter unless you're in a tight location with lots of enemies close together (i.e. a dungeon). If you really feel the need to edit those handful of spells, you should do so on a case by case basis.</p><p></p><p>Personally, I feel that Mage Armor is a garbage spell, so it being weakened is a feature, not a bug. If you want to save it, I'd have it provide a ritual you can cast 1/day for the next 7 days or until you finish a long rest.</p><p></p><p>I wouldn't worry about Hex, since Warlock is going to get spells back every day anyway. </p><p></p><p></p><p>This is one I haven't considered. I would suggest making attuned items recharge when the owner finishes a Long Rest. Other items might recharge every 7, 14, or 28 days, based on how often you want them to recharge.</p><p></p><p></p><p>Ignore the DMG for this one, and use the encounter matchups in Tasha's. It gives much better fights that are balanced against the PCs. One thing to consider with the number of encounters per Long Rest is HD, so you should error on fewer encounters per Long Rest initially.</p><p></p><p></p><p>Something to be aware of: casters are going to rely on cantrips a <em>lot</em> more than normal. Spell slots are going to be a premium resource, so casters should be much more stingy with them. Since players aren't used to this, you're going to want to bring this up in session 0.</p><p></p><p>Because of this, remind the players of the adventuring gear in the PHB. Not just Potions of Healing, which are going to be a necessity too, but Alchemists Fire, Caltrops, Crowbars, etc. Things are likely going to be overcome more with checks and smart play than with spells. Casting Knock is a waste if you have a portable battering ram.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 9139637, member: 6775477"] I have considered doing the same, but had not gone as fully into the details as you have considered. My plan was to have a Long Rest be either 3 full days of rest (no casting, traveling, combat, etc.) or part of a week of downtime. I figured the players would choose it as part of downtime more often, and it would make downtime be an important part of the campaign. The 3 day rest option would be while on quests and any time based adventures, where they might have a chance to rest, but not enough for a full week. I don't think any modification would be necessary. While you're more likely to see short rest classes, the number of short rests per encounter may not necessarily change. One day might have 2-3 encounters, while another might not have any at all. The big advantage for short rest classes is that they [B]will[/B] have to actually happen. Except for a handful of spells, spell duration is largely meant to last for 1 encounter. Even the hour long spells are seldom likely to impact more than 1 encounter unless you're in a tight location with lots of enemies close together (i.e. a dungeon). If you really feel the need to edit those handful of spells, you should do so on a case by case basis. Personally, I feel that Mage Armor is a garbage spell, so it being weakened is a feature, not a bug. If you want to save it, I'd have it provide a ritual you can cast 1/day for the next 7 days or until you finish a long rest. I wouldn't worry about Hex, since Warlock is going to get spells back every day anyway. This is one I haven't considered. I would suggest making attuned items recharge when the owner finishes a Long Rest. Other items might recharge every 7, 14, or 28 days, based on how often you want them to recharge. Ignore the DMG for this one, and use the encounter matchups in Tasha's. It gives much better fights that are balanced against the PCs. One thing to consider with the number of encounters per Long Rest is HD, so you should error on fewer encounters per Long Rest initially. Something to be aware of: casters are going to rely on cantrips a [I]lot[/I] more than normal. Spell slots are going to be a premium resource, so casters should be much more stingy with them. Since players aren't used to this, you're going to want to bring this up in session 0. Because of this, remind the players of the adventuring gear in the PHB. Not just Potions of Healing, which are going to be a necessity too, but Alchemists Fire, Caltrops, Crowbars, etc. Things are likely going to be overcome more with checks and smart play than with spells. Casting Knock is a waste if you have a portable battering ram. [/QUOTE]
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