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General Tabletop Discussion
*Dungeons & Dragons
Changing rest periods
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<blockquote data-quote="Blue" data-source="post: 7624702" data-attributes="member: 20564"><p>Go for it. Changing how long a rest takes are even some of the official variants in the DMG.</p><p></p><p>The 5e Adventures in Middle Earth basically has that you never get rested enough on a journey for a long rest unless you stop at a sanctuary like Elrond's Last Homely House or something.</p><p></p><p>I'm working on a campaign idea right now that has a lot of travel and exploration and I want to be able to work in lots of hard travel over weeks without resetting spells and such all the time. So I'm moving to the DMG variant of 8 hours for a short rest and 7 days for a long rest. But I'm giving the characters a bit of a break based on the ideas of Adventures in Middle Earth (and a bit from Blades in the Dark).</p><p></p><p>You can get a long rest quicker by either (a) being at a sanctuary where you can fully recover without worry, (b) being pampered in expensive lodgings where all of your needs are taken care of, or (c) if you are engaging in your character's particular stress relief/vice. Might be 3 days spend gambling, or praying, or with ale and ladies of negotiable virtue, or meditating in freezing snow, or watching plays and listening to live music, or whatever does it for your character. With the explicit understanding that it's not to be a cheesy way to regularly get a long rest mid-adventure - occasionally is fine and desired, just not circumventing the whole change to resting.</p></blockquote><p></p>
[QUOTE="Blue, post: 7624702, member: 20564"] Go for it. Changing how long a rest takes are even some of the official variants in the DMG. The 5e Adventures in Middle Earth basically has that you never get rested enough on a journey for a long rest unless you stop at a sanctuary like Elrond's Last Homely House or something. I'm working on a campaign idea right now that has a lot of travel and exploration and I want to be able to work in lots of hard travel over weeks without resetting spells and such all the time. So I'm moving to the DMG variant of 8 hours for a short rest and 7 days for a long rest. But I'm giving the characters a bit of a break based on the ideas of Adventures in Middle Earth (and a bit from Blades in the Dark). You can get a long rest quicker by either (a) being at a sanctuary where you can fully recover without worry, (b) being pampered in expensive lodgings where all of your needs are taken care of, or (c) if you are engaging in your character's particular stress relief/vice. Might be 3 days spend gambling, or praying, or with ale and ladies of negotiable virtue, or meditating in freezing snow, or watching plays and listening to live music, or whatever does it for your character. With the explicit understanding that it's not to be a cheesy way to regularly get a long rest mid-adventure - occasionally is fine and desired, just not circumventing the whole change to resting. [/QUOTE]
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