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(+) Balancing Gritty Rest
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<blockquote data-quote="Bacon Bits" data-source="post: 9139723" data-attributes="member: 6777737"><p>I had back-of-the-napkin gritty rest rules for a campaign I ended up not running:</p><ol> <li data-xf-list-type="ol">Short rest. Costs an hour or less (whatever is appropriate). Allows the PCs to spend Hit Dice.</li> <li data-xf-list-type="ol">Medium rest. Costs time as RAW long rest and is limited to one per 24 hours like a 5e RAW long rest. Allows PCs to spend Hit Dice. Recovers and/or triggers abilities that look for "on a short rest". Also recovers Hit Dice up to the character's proficiency bonus.</li> <li data-xf-list-type="ol">Long rest. Costs 3-7 days, possibly depending on comfort level or cost of living. I hadn't decided yet. Otherwise works as RAW long rest, but always recovers 100% of Hit Dice.</li> </ol><p>The issue was that I didn't want the PCs to end up death-spiraled because 5e's recovery system needlessly links ability uses and HP recovery. I didn't really want the game to be more of a death trap. I just wanted ability recovery to be more difficult.</p><p></p><p>I also planned to take from AiME one of the journey rewards that a given night of rest might count as a long rest. If you have a particularly hospitable or magical rest, that upgrades it. I've no idea how often I'd pass those out, though.</p><p></p><p></p><p></p><p>I'd mainly do it on a case-by-case basis, possibly with the discussion of the table, but for the most part I'd try to avoid changes. I would eliminate Tiny Hut's Ritual tag. I would allow Mage Armor to be cast as a Ritual if the target is the caster.</p><p></p><p>If you're going to change a spell, though, change it for Pact Magic, too. Eldritch Blast with Agonizing Blast already starts to look a little too good, but I'd have to see it in play to really know if it was a problem.</p><p></p><p></p><p></p><p>I would probably have them recharge at dawn or whatever made sense for the item. That is, no change at all. Yeah, that makes wands and staves really potent. Good!</p><p></p><p></p><p></p><p>You still can only expect the PCs to tackle 6-8 Hard to Medium encounters per long rest. Maybe a little more than that with the slightly upped healing, but probably not that much more. That means dungeons might have to look a bit different.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9139723, member: 6777737"] I had back-of-the-napkin gritty rest rules for a campaign I ended up not running: [LIST=1] [*]Short rest. Costs an hour or less (whatever is appropriate). Allows the PCs to spend Hit Dice. [*]Medium rest. Costs time as RAW long rest and is limited to one per 24 hours like a 5e RAW long rest. Allows PCs to spend Hit Dice. Recovers and/or triggers abilities that look for "on a short rest". Also recovers Hit Dice up to the character's proficiency bonus. [*]Long rest. Costs 3-7 days, possibly depending on comfort level or cost of living. I hadn't decided yet. Otherwise works as RAW long rest, but always recovers 100% of Hit Dice. [/LIST] The issue was that I didn't want the PCs to end up death-spiraled because 5e's recovery system needlessly links ability uses and HP recovery. I didn't really want the game to be more of a death trap. I just wanted ability recovery to be more difficult. I also planned to take from AiME one of the journey rewards that a given night of rest might count as a long rest. If you have a particularly hospitable or magical rest, that upgrades it. I've no idea how often I'd pass those out, though. I'd mainly do it on a case-by-case basis, possibly with the discussion of the table, but for the most part I'd try to avoid changes. I would eliminate Tiny Hut's Ritual tag. I would allow Mage Armor to be cast as a Ritual if the target is the caster. If you're going to change a spell, though, change it for Pact Magic, too. Eldritch Blast with Agonizing Blast already starts to look a little too good, but I'd have to see it in play to really know if it was a problem. I would probably have them recharge at dawn or whatever made sense for the item. That is, no change at all. Yeah, that makes wands and staves really potent. Good! You still can only expect the PCs to tackle 6-8 Hard to Medium encounters per long rest. Maybe a little more than that with the slightly upped healing, but probably not that much more. That means dungeons might have to look a bit different. [/QUOTE]
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