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*Dungeons & Dragons
Correcting ripple effects of slow resting variant
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<blockquote data-quote="Fanaelialae" data-source="post: 7993216" data-attributes="member: 53980"><p>Based on the number of encounters you intend to place on the group between short rests, it might be beneficial to add a minimal rest that the players could opt into. This could allow them to spend HD to recover, but wouldn't otherwise offer the benefits of a short rest. You could even limit it to once a day as a lunch break or something. The reason I'm proposing this is because, if any of the encounters are on the tougher side, there may be asymmetrical HP attrition in the group resulting in either a silly insistence on an overnight short rest (potentially 5 minutes into the "work day") or undue strain on healers (who now can't use cool spells because they had to "waste" their heals getting the fighter back to a reasonable HP total, just because the DM rolled some lucky crits or whatever). This would also provide a purpose for Rope Trick without having to extend the duration to 8 hours.</p><p></p><p>You might say that forcing the fighter to continue on will force them to adapt, which is interesting. And you're not wrong per se. However, in my experience, the party is more likely to try to hunker down and rest, because they could get attacked during the rest. If they continue on, they could get into another encounter, and then into yet another while resting, which could lead to a TPK. IMO, 4e PCs had a much deeper well to draw from in this respect (5e casters may technically have more in terms of their spells, but HD are in no way equal to HS).</p><p></p><p>I'd also keep Tiny Hut at it's normal duration, rather than extending it to a week's duration, since that could make taking a long rest too easy. That seems like it runs counter to your intent.</p><p></p><p>As an aside, I'm not opposed to seeding site-based adventures (dungeons) into my exploration-based games. As such, something I've considered are variable length rest rules. Essentially, they use the gritty rest rules while traveling, because life on the road is hard. However, they can spend time establishing a base camp in a safe location (that they need to first scout out), which allows resting normally. An inn or similar location also allows for accelerated recovery. This would allow them to suffer the rigors of the journey (which wouldn't need multiple encounters a day to be a challenge) but also allow a more standard format for dungeon delving. You could even change up the formula by having a base camp site guarded by a boss monster (forcing them to engage it after a draining journey) or having a location with no suitable site for a base camp.</p><p></p><p>The only tricky part is once spells like Magnificent Mansion come online, they could arguably take a long rest anywhere. Either the tone of the game changes at that level or the spell would need to be modified/banned.</p><p></p><p>Good luck with your campaign!</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7993216, member: 53980"] Based on the number of encounters you intend to place on the group between short rests, it might be beneficial to add a minimal rest that the players could opt into. This could allow them to spend HD to recover, but wouldn't otherwise offer the benefits of a short rest. You could even limit it to once a day as a lunch break or something. The reason I'm proposing this is because, if any of the encounters are on the tougher side, there may be asymmetrical HP attrition in the group resulting in either a silly insistence on an overnight short rest (potentially 5 minutes into the "work day") or undue strain on healers (who now can't use cool spells because they had to "waste" their heals getting the fighter back to a reasonable HP total, just because the DM rolled some lucky crits or whatever). This would also provide a purpose for Rope Trick without having to extend the duration to 8 hours. You might say that forcing the fighter to continue on will force them to adapt, which is interesting. And you're not wrong per se. However, in my experience, the party is more likely to try to hunker down and rest, because they could get attacked during the rest. If they continue on, they could get into another encounter, and then into yet another while resting, which could lead to a TPK. IMO, 4e PCs had a much deeper well to draw from in this respect (5e casters may technically have more in terms of their spells, but HD are in no way equal to HS). I'd also keep Tiny Hut at it's normal duration, rather than extending it to a week's duration, since that could make taking a long rest too easy. That seems like it runs counter to your intent. As an aside, I'm not opposed to seeding site-based adventures (dungeons) into my exploration-based games. As such, something I've considered are variable length rest rules. Essentially, they use the gritty rest rules while traveling, because life on the road is hard. However, they can spend time establishing a base camp in a safe location (that they need to first scout out), which allows resting normally. An inn or similar location also allows for accelerated recovery. This would allow them to suffer the rigors of the journey (which wouldn't need multiple encounters a day to be a challenge) but also allow a more standard format for dungeon delving. You could even change up the formula by having a base camp site guarded by a boss monster (forcing them to engage it after a draining journey) or having a location with no suitable site for a base camp. The only tricky part is once spells like Magnificent Mansion come online, they could arguably take a long rest anywhere. Either the tone of the game changes at that level or the spell would need to be modified/banned. Good luck with your campaign! [/QUOTE]
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Correcting ripple effects of slow resting variant
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