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General Tabletop Discussion
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Changing your Rest paradigm is the single biggest, yet smallest, change you can make
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<blockquote data-quote="Oofta" data-source="post: 9081904" data-attributes="member: 6801845"><p>I use the gritty rest rules myself. The primary difference I see is that it allows me to have in-world pacing of adventures that makes more sense to me. Since I regularly run city campaigns, I don't do the safe haven because they can usually return to their residence at night. The other benefit is a bit more verisimilitude when it comes to healing; I also typically describe most injuries as strains and bruises, an accumulation of small injuries.</p><p></p><p>I originally used the regular rest rules, but got tired of trying to emulate the <em>24</em> tv show where everything happens over the course of a day. Sometimes it makes sense, other times not so much. Now I can get in 4-10 fights between long rests while still having people run around all over town chasing down leads, having stake-outs and all sorts of other things.</p><p></p><p>I do add a houserule though, that any spell that lasts 30 minutes or more (other than cantrips) gets their duration multiplied by 4. That's just so that things like Mage Armor still function in-game similar to what they do with standard rest rules.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9081904, member: 6801845"] I use the gritty rest rules myself. The primary difference I see is that it allows me to have in-world pacing of adventures that makes more sense to me. Since I regularly run city campaigns, I don't do the safe haven because they can usually return to their residence at night. The other benefit is a bit more verisimilitude when it comes to healing; I also typically describe most injuries as strains and bruises, an accumulation of small injuries. I originally used the regular rest rules, but got tired of trying to emulate the [I]24[/I] tv show where everything happens over the course of a day. Sometimes it makes sense, other times not so much. Now I can get in 4-10 fights between long rests while still having people run around all over town chasing down leads, having stake-outs and all sorts of other things. I do add a houserule though, that any spell that lasts 30 minutes or more (other than cantrips) gets their duration multiplied by 4. That's just so that things like Mage Armor still function in-game similar to what they do with standard rest rules. [/QUOTE]
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Changing your Rest paradigm is the single biggest, yet smallest, change you can make
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