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I'm much more concerned with the frequency of long rests than I am with short rests.
With the 24hr recharge limit of long rests as well as the 8hr waiting time, long rests really shouldn't be frequent.

I mean, unless you want the game to be easy. But if the game's easy, character effectiveness doesn't really matter all that much.
 

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With the 24hr recharge limit of long rests as well as the 8hr waiting time, long rests really shouldn't be frequent.

I mean, unless you want the game to be easy. But if the game's easy, character effectiveness doesn't really matter all that much.
Well, let me ask this. What makes long rests not be frequent? "Shouldn't be" implies some sort of expectation or social contract, since there's nothing system-wise that demands any particular rest frequency.
 


Well, let me ask this. What makes long rests not be frequent? "Shouldn't be" implies some sort of expectation or social contract, since there's nothing system-wise that demands any particular rest frequency.
The nature of the adventure/game in which it matters is what makes long rests infrequent.

That is, the assumption that the adventure is sufficiently challenging, and therefore any discussion of balance is relevant. If the adventure is not sufficiently challenging such that balance does not matter, then rests can be as frequent as the players are comfortable with. But a challenging adventure would not allow players to rest simply by its nature, not without grave consequences at least.

The system does not need to introduce challenge. That is what the adventure is for. If I want to play a game with my friends over beer and a laugh, then a less challenging adventure that allows a rest between combats might be fine. But if I tell you this game will be a grueling test of skill, but I don't account for an entire sub-system of rules that the players can easily exploit, then that's a failure on adventure design.

One could argue the system should provide better guidance, to which I won't argue, but the system's rules and method of play itself leaves enough room for adventures to be a breeze or a difficult experience.
 

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