Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Changing the Duration of a Rest
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5847769" data-attributes="member: 54877"><p>You can make such variance seem a lot less punative if you tie good and bad things to it. This is another trick that I picked up from Burning Wheel which happens to make changing the time required for rests more interesting. The BW version isn't tied to healing, though the applications to D&D healing I think are obvious. (BW injuries are serious things that put you out of commission for weeks, months, or even years--a different tone entirely.)</p><p> </p><p>In BW, you have a "resource" stat that largely substitutes for managing wealth. Each resource period, each character must check against resources to maintain their lifestyle--failure generally costing them resources and success maintaining or even gaining. A great haul of treasure gives you a handful of one-time bonuses to such rolls. The group can set the resource cycle period however they want for that campaign. Test every week, and you are playing a heavy social/mercantile game. Set it once a year, and you can ignore for stretches at a time. Most games will set it for a month or a season. But note what happens here. A resource cycle is a chance to gain, to apply that treasure, to advance in the world. It's also a chance to get the moneylenders clamoring for your head, for the baron to demand service, etc. So the length of the period is "how often do we want to deal with this stuff, positive and negative alike?"</p><p> </p><p>With short and extended rests, you can get some of that same feeling by making the rests have costs besides simply using time. This can be simple and abstract costs (pay so much per month for basic food and upkeep) or can be as elaborate as the group wants to detail--buying every last medicinal brandy by the silver piece. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> The trick to making this work, however, is that if you set "extended rest" at "once per day", then you pay the cost every day, whether you needed the rest to get back wounds and spells or not. Suddenly, you might see some interest in setting to "week" or "adventure" or whatever fits the tone of the game. Or alternately, if the group still wants once per day, perhaps they like the challenge of gaining enough gold to maintain that rapid pace.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5847769, member: 54877"] You can make such variance seem a lot less punative if you tie good and bad things to it. This is another trick that I picked up from Burning Wheel which happens to make changing the time required for rests more interesting. The BW version isn't tied to healing, though the applications to D&D healing I think are obvious. (BW injuries are serious things that put you out of commission for weeks, months, or even years--a different tone entirely.) In BW, you have a "resource" stat that largely substitutes for managing wealth. Each resource period, each character must check against resources to maintain their lifestyle--failure generally costing them resources and success maintaining or even gaining. A great haul of treasure gives you a handful of one-time bonuses to such rolls. The group can set the resource cycle period however they want for that campaign. Test every week, and you are playing a heavy social/mercantile game. Set it once a year, and you can ignore for stretches at a time. Most games will set it for a month or a season. But note what happens here. A resource cycle is a chance to gain, to apply that treasure, to advance in the world. It's also a chance to get the moneylenders clamoring for your head, for the baron to demand service, etc. So the length of the period is "how often do we want to deal with this stuff, positive and negative alike?" With short and extended rests, you can get some of that same feeling by making the rests have costs besides simply using time. This can be simple and abstract costs (pay so much per month for basic food and upkeep) or can be as elaborate as the group wants to detail--buying every last medicinal brandy by the silver piece. :p The trick to making this work, however, is that if you set "extended rest" at "once per day", then you pay the cost every day, whether you needed the rest to get back wounds and spells or not. Suddenly, you might see some interest in setting to "week" or "adventure" or whatever fits the tone of the game. Or alternately, if the group still wants once per day, perhaps they like the challenge of gaining enough gold to maintain that rapid pace. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Changing the Duration of a Rest
Top