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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
End the 5 minute work-day by making all classes work off short rests.
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<blockquote data-quote="clearstream" data-source="post: 8068307" data-attributes="member: 71699"><p>To chime in on this. I've tested several rest variants over almost a hundred game sessions. I tested RAW, all short rest with probabilistic recovery, all short rest with rest points, gritty realism, and my homebrew gritty realism. The most successful has been my homebrew of gritty realism, which I will paste here in case it helps, and which you may use however you like. I want to stress that this has been extensively playtested in live sessions.</p><p></p><p>A DM might dislike this approach, but the mechanics per se are pretty robust. For example, we found with Gritty Realism as written that our game balance shifted to favour short rest classes, like warlocks. The obvious fix was to shorten long rests and lengthen short rests, but then that turned out to also need the gap between rests rule so that short or long rests couldn't be immediately repeated... pushing players to choose sensibly between the two. Allowing rests to extend into one another also worked out well (once you get your head around it). The reduced availability of higher level spells like <em>raise dead</em> also had a very positive impact on the campaign.</p><p></p><p>A dungeoneering campaign is likely fine with RAW. Anything that meaningfully steps out beyond the dungeon might benefit well from these rules. The essence of why it works is that the narrative time opened up allows a DM to easily and plausibly advance events when characters rest. It is not a hard-fix (such as if rest points are accumulated per session, say) but it works very well. If you have Xanathar's, longer rests also dovetail nicely with more ways to use downtime.</p><p></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px"><strong><u>Slower Recovery</u></strong></span></span></p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)"><strong><u>Breather</u></strong></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">A breather is a period of downtime, at least <strong>1 hour</strong> long, during which a character performs no more than lowkey activity such as reading, talking, eating, drinking or standing watch. If it is interrupted by adventuring activity—fighting, casting spells, marching, or similar—characters must start the rest over to gain any benefit from it. </span></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">At the end of a breather—characters can spend Hit Dice to regain hit points. </span></span></p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)"><strong><u>Sleep or Trance</u></strong></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">A breather can be extended into a sleep or trance. Characters who sleep need 8 hours while those who trance need only 4. Warlocks benefiting from Aspect of the Moon can spend 4 hours reading their Book of Shadows instead of sleeping. </span></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">Upon waking—characters who sleep or trance in comfort and eat and drink recover one level of exhaustion. </span></span></p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)"><strong><u>Short Rest</u></strong></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">A sleep or trance can be extended into a short rest of about <strong>a day </strong>(total). At the end of that rest—characters with sufficient XP level up, those who prepare spells can change their lists, and any features that can refresh at the end of a short rest, do so.</span></span></p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)"><strong><u>Long Rest</u></strong></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">A short rest can be extended into a long rest of around <strong>three days</strong> (total). A character must have at least 1 hit point at the start of such a rest to gain its benefits; and must sleep or trance each day. </span></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">At the end of that rest—characters regain all lost hit points and any features that can refresh at the end of a long rest, do so. Those who sleep or trance in comfort and eat and drink regain spent Hit Dice up to half their total number of them (at least 1) and recover completely from exhaustion. </span></span></p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)"><strong><u>Between Rests</u></strong></span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">Rests can be extended into a longer rest, but can't and don't overlap. When characters finish a rest incorporating a given type, they cannot benefit from another rest of that type until time equal to its duration has passed, e.g. characters finishing a short rest can’t benefit from a breather for an hour.</span></span></p><p><span style="color: rgb(41, 105, 176)"></span></p><p><span style="color: rgb(41, 105, 176)"><strong><u>Sleeping and Trancing, and Armor</u></strong> </span></p><p><span style="color: rgb(41, 105, 176)"><span style="font-size: 12px">Characters sleeping or trancing in medium or heavy armor aren’t comfortable. </span></span></p></blockquote><p></p>
[QUOTE="clearstream, post: 8068307, member: 71699"] To chime in on this. I've tested several rest variants over almost a hundred game sessions. I tested RAW, all short rest with probabilistic recovery, all short rest with rest points, gritty realism, and my homebrew gritty realism. The most successful has been my homebrew of gritty realism, which I will paste here in case it helps, and which you may use however you like. I want to stress that this has been extensively playtested in live sessions. A DM might dislike this approach, but the mechanics per se are pretty robust. For example, we found with Gritty Realism as written that our game balance shifted to favour short rest classes, like warlocks. The obvious fix was to shorten long rests and lengthen short rests, but then that turned out to also need the gap between rests rule so that short or long rests couldn't be immediately repeated... pushing players to choose sensibly between the two. Allowing rests to extend into one another also worked out well (once you get your head around it). The reduced availability of higher level spells like [I]raise dead[/I] also had a very positive impact on the campaign. A dungeoneering campaign is likely fine with RAW. Anything that meaningfully steps out beyond the dungeon might benefit well from these rules. The essence of why it works is that the narrative time opened up allows a DM to easily and plausibly advance events when characters rest. It is not a hard-fix (such as if rest points are accumulated per session, say) but it works very well. If you have Xanathar's, longer rests also dovetail nicely with more ways to use downtime. [COLOR=rgb(41, 105, 176)][SIZE=5][B][U]Slower Recovery[/U][/B][/SIZE] [B][U]Breather[/U][/B] [SIZE=3]A breather is a period of downtime, at least [B]1 hour[/B] long, during which a character performs no more than lowkey activity such as reading, talking, eating, drinking or standing watch. If it is interrupted by adventuring activity—fighting, casting spells, marching, or similar—characters must start the rest over to gain any benefit from it. At the end of a breather—characters can spend Hit Dice to regain hit points. [/SIZE] [B][U]Sleep or Trance[/U][/B] [SIZE=3]A breather can be extended into a sleep or trance. Characters who sleep need 8 hours while those who trance need only 4. Warlocks benefiting from Aspect of the Moon can spend 4 hours reading their Book of Shadows instead of sleeping. Upon waking—characters who sleep or trance in comfort and eat and drink recover one level of exhaustion. [/SIZE] [B][U]Short Rest[/U][/B] [SIZE=3]A sleep or trance can be extended into a short rest of about [B]a day [/B](total). At the end of that rest—characters with sufficient XP level up, those who prepare spells can change their lists, and any features that can refresh at the end of a short rest, do so.[/SIZE] [B][U]Long Rest[/U][/B] [SIZE=3]A short rest can be extended into a long rest of around [B]three days[/B] (total). A character must have at least 1 hit point at the start of such a rest to gain its benefits; and must sleep or trance each day. At the end of that rest—characters regain all lost hit points and any features that can refresh at the end of a long rest, do so. Those who sleep or trance in comfort and eat and drink regain spent Hit Dice up to half their total number of them (at least 1) and recover completely from exhaustion. [/SIZE] [B][U]Between Rests[/U][/B] [SIZE=3]Rests can be extended into a longer rest, but can't and don't overlap. When characters finish a rest incorporating a given type, they cannot benefit from another rest of that type until time equal to its duration has passed, e.g. characters finishing a short rest can’t benefit from a breather for an hour.[/SIZE] [B][U]Sleeping and Trancing, and Armor[/U][/B] [SIZE=3]Characters sleeping or trancing in medium or heavy armor aren’t comfortable. [/SIZE][/COLOR] [/QUOTE]
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End the 5 minute work-day by making all classes work off short rests.
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