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<blockquote data-quote="Bawylie" data-source="post: 6971046" data-attributes="member: 6776133"><p>I change the encounter pacing to fit the campaign. </p><p></p><p>Here's a few things I've done that work well for me:</p><p></p><p>1.) Move long rests off the in-game clock and just refresh everything at the end of session. Generally granting a long rest worth of restoration every other session fits fine. Every session for more heroic games. Every 3rd or 4th for grittier. You can also adjust to in-game circumstances if you want, but you ought to announce them in advance. "Folks, if we don't make it to the boss fight by the end of this session, you will not gain the long rest. Plan accordingly." </p><p></p><p>Now, for some players, they may not like that the rest is disconnected from the play. But it'll accommodate your encounter pacing just fine. </p><p></p><p>2.) I allow short rests as they can manage but charge them in downtime for long rests. In this system, at the end of every adventure I award XP and downtime which is used as a type of currency. They can spend it on the normal stuff like training, but they can also buy a long rest worth of recovery. Again this can be a little disconnected from in-game circumstances if you let them buy a rest anytime. But you could also simply say they need time and safety to purchase their long rest. </p><p></p><p>3.) Disallow long rests outside of sanctuaries, altogether. To benefit from one, you must be at a safe place like a town, temple, or warded shrine. Then you can add in little super shrines where you want and let them get a long rest effect out of a short rest. </p><p></p><p>4.) Hold no benefit for a long rest until the party has less than half their Hit Dice remaining. </p><p></p><p>I've had a few more tweaks I did in 3rd ed and 4E that were more specific to those systems. </p><p></p><p></p><p>-Brad</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6971046, member: 6776133"] I change the encounter pacing to fit the campaign. Here's a few things I've done that work well for me: 1.) Move long rests off the in-game clock and just refresh everything at the end of session. Generally granting a long rest worth of restoration every other session fits fine. Every session for more heroic games. Every 3rd or 4th for grittier. You can also adjust to in-game circumstances if you want, but you ought to announce them in advance. "Folks, if we don't make it to the boss fight by the end of this session, you will not gain the long rest. Plan accordingly." Now, for some players, they may not like that the rest is disconnected from the play. But it'll accommodate your encounter pacing just fine. 2.) I allow short rests as they can manage but charge them in downtime for long rests. In this system, at the end of every adventure I award XP and downtime which is used as a type of currency. They can spend it on the normal stuff like training, but they can also buy a long rest worth of recovery. Again this can be a little disconnected from in-game circumstances if you let them buy a rest anytime. But you could also simply say they need time and safety to purchase their long rest. 3.) Disallow long rests outside of sanctuaries, altogether. To benefit from one, you must be at a safe place like a town, temple, or warded shrine. Then you can add in little super shrines where you want and let them get a long rest effect out of a short rest. 4.) Hold no benefit for a long rest until the party has less than half their Hit Dice remaining. I've had a few more tweaks I did in 3rd ed and 4E that were more specific to those systems. -Brad [/QUOTE]
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