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Change the length of the Rests to fit the type of game you wanna run.
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<blockquote data-quote="Stormonu" data-source="post: 8855230" data-attributes="member: 52734"><p>Back in 1E/2E, I could remember situations where the party would find a "quiet space" in a dungeon and hole up for a day or two while the clerics and/or paladin would use every healing spell to get the characters quickly back up to full. I'd make a handful of random monster checks, but it was rare anything ever showed up, and usually the at least half-healed party trounced it before it could warn others. Natural healing took so long I found it unworthy of using - I remember adding level and Con modifier to the healing rate at the least, and looking back would have allowed natural healing at an even faster rate.</p><p></p><p>That method persisted until 5E. I found an hour to be too long for a short rest for my game and dropped it to 15 minutes - long enough that combat spells would expire, but short enough to entice the group to take the rest and use HD to get some hit points back, and maybe some abilities.</p><p></p><p>Long rests remained at 8 hours, but lately I have been tweaking things so that characters only get 1/2 their hit dice back out in the wilderness, and none in an actively dangerous area such as dungeon. The characters can then do some recovery - in the dungeon if necessary, preferably nearby the adventure site if they can, and back home when everything is done and dusted.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8855230, member: 52734"] Back in 1E/2E, I could remember situations where the party would find a "quiet space" in a dungeon and hole up for a day or two while the clerics and/or paladin would use every healing spell to get the characters quickly back up to full. I'd make a handful of random monster checks, but it was rare anything ever showed up, and usually the at least half-healed party trounced it before it could warn others. Natural healing took so long I found it unworthy of using - I remember adding level and Con modifier to the healing rate at the least, and looking back would have allowed natural healing at an even faster rate. That method persisted until 5E. I found an hour to be too long for a short rest for my game and dropped it to 15 minutes - long enough that combat spells would expire, but short enough to entice the group to take the rest and use HD to get some hit points back, and maybe some abilities. Long rests remained at 8 hours, but lately I have been tweaking things so that characters only get 1/2 their hit dice back out in the wilderness, and none in an actively dangerous area such as dungeon. The characters can then do some recovery - in the dungeon if necessary, preferably nearby the adventure site if they can, and back home when everything is done and dusted. [/QUOTE]
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