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Community
General Tabletop Discussion
*Dungeons & Dragons
Correcting ripple effects of slow resting variant
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<blockquote data-quote="Blue" data-source="post: 7992771" data-attributes="member: 20564"><p>So, due to the pacing I am looking for in a specific exploration campaign I am working on, I was planning on using the DMG variant for slower rests. That is that short rests take 8 hours and a long rest takes 7 days. (Though I will actually give the players some breaks on that occasionally - reduce time if resting in comfort and safety, like Elrond's Last Homely House type of sanctuary, and some other tricks up my sleeve.)</p><p></p><p>However, there are a number of other assumptions that get pushed out. Spells like goodberries where you can dump remaining slots before a long rest recharges you won't have that. A week of Mage Armor is a lot more slots than a day of Mage Armor. That sort of thing.</p><p></p><p>So, besides characters recovering features and spell, what changes will this have and does it need to be corrected? I'd love your thoughts and suggestions.</p><p></p><p>I mentioned spells, I was thinking durations of 8 hours become 3 days, and durations of 24 hours become 7 days. (I was originally thinking "until the spell slot gets regained, but that interacts oddly with warlock vs. others".) That still interacts weirdly with long lasting Concentration spells like Hex and Hunter's Mark cast at high levels - I was thinking that if they are still up at the beginning of the rest you could drop them and regain the slot. But that's now adding exceptions on top of exceptions, I welcome your thoughts.</p><p></p><p>Again, <em>I am very much interesting in hearing what I haven't thought about</em>. Don't focus on just the spell duration thing.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Blue, post: 7992771, member: 20564"] So, due to the pacing I am looking for in a specific exploration campaign I am working on, I was planning on using the DMG variant for slower rests. That is that short rests take 8 hours and a long rest takes 7 days. (Though I will actually give the players some breaks on that occasionally - reduce time if resting in comfort and safety, like Elrond's Last Homely House type of sanctuary, and some other tricks up my sleeve.) However, there are a number of other assumptions that get pushed out. Spells like goodberries where you can dump remaining slots before a long rest recharges you won't have that. A week of Mage Armor is a lot more slots than a day of Mage Armor. That sort of thing. So, besides characters recovering features and spell, what changes will this have and does it need to be corrected? I'd love your thoughts and suggestions. I mentioned spells, I was thinking durations of 8 hours become 3 days, and durations of 24 hours become 7 days. (I was originally thinking "until the spell slot gets regained, but that interacts oddly with warlock vs. others".) That still interacts weirdly with long lasting Concentration spells like Hex and Hunter's Mark cast at high levels - I was thinking that if they are still up at the beginning of the rest you could drop them and regain the slot. But that's now adding exceptions on top of exceptions, I welcome your thoughts. Again, [I]I am very much interesting in hearing what I haven't thought about[/I]. Don't focus on just the spell duration thing. Thanks! [/QUOTE]
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Correcting ripple effects of slow resting variant
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