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<blockquote data-quote="Ovinomancer" data-source="post: 7956912" data-attributes="member: 16814"><p>Late in, and up front I'm going to say that the resource tracking heavy game you're asking for isn't my cuppa, but I've done some things along these lines that may help you get where you want without major overhauls.</p><p></p><p>I ran (for about a year) a hexcrawl exploration in 5e. I wanted to focus the game on the risk of exploring and travel. To do this, I did not use the gritty long rest times, but I did alter how rests work by changing all healing to hit die use and altering hit die recovery times. Paired with requirements to be able to rest, this created a need for safe bases and risk between those bases and required having necessary resources.</p><p></p><p>The off the top of me head recreation would be something like this:</p><p></p><p>Short rest: 1 hour. Must have reasonably safe area (can be fortified or has active watches without immediate danger). Requires rations. Requires water. Can spend hit die to recover hitpoints. Regain short rest abilities.</p><p></p><p>Long rest: overnight. Must have reasonably safe area (can be fortified or has active watches without immediate danger). Requires rations. Requires water. Requires fire. Requires 6 hours sleep. Can spend hit die to recover hitpoints. Will recover 1 level exhaustion. Will recover long rest abilities. Recover 1/2 hit dice.</p><p></p><p>Safe rest: 1 day. Must have safe area with accomodations. Requires daily upkeep costs. Regain all hit points. Regain daily and short rest abilities. Recover 1 level exhaustion. Recover all hit dice.</p><p></p><p>This is a somewhat limited shift, but the changes to what's required to rest makes a big difference, and the slow bleed of hit dice over a few days in the wilderness adds up without becoming a single bad encounter crippling (like the gritty rest can do). It focuses play more on the exploration without going overboard or requiring huge changes. If the PCs think a fire is too dangerous, well, then no long rest. This really makes rangers in their home terrain shine, although, oddly, I didn't have a ranger in this game. I have a ranger in my Sigil Planescape game. Players, go figure.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7956912, member: 16814"] Late in, and up front I'm going to say that the resource tracking heavy game you're asking for isn't my cuppa, but I've done some things along these lines that may help you get where you want without major overhauls. I ran (for about a year) a hexcrawl exploration in 5e. I wanted to focus the game on the risk of exploring and travel. To do this, I did not use the gritty long rest times, but I did alter how rests work by changing all healing to hit die use and altering hit die recovery times. Paired with requirements to be able to rest, this created a need for safe bases and risk between those bases and required having necessary resources. The off the top of me head recreation would be something like this: Short rest: 1 hour. Must have reasonably safe area (can be fortified or has active watches without immediate danger). Requires rations. Requires water. Can spend hit die to recover hitpoints. Regain short rest abilities. Long rest: overnight. Must have reasonably safe area (can be fortified or has active watches without immediate danger). Requires rations. Requires water. Requires fire. Requires 6 hours sleep. Can spend hit die to recover hitpoints. Will recover 1 level exhaustion. Will recover long rest abilities. Recover 1/2 hit dice. Safe rest: 1 day. Must have safe area with accomodations. Requires daily upkeep costs. Regain all hit points. Regain daily and short rest abilities. Recover 1 level exhaustion. Recover all hit dice. This is a somewhat limited shift, but the changes to what's required to rest makes a big difference, and the slow bleed of hit dice over a few days in the wilderness adds up without becoming a single bad encounter crippling (like the gritty rest can do). It focuses play more on the exploration without going overboard or requiring huge changes. If the PCs think a fire is too dangerous, well, then no long rest. This really makes rangers in their home terrain shine, although, oddly, I didn't have a ranger in this game. I have a ranger in my Sigil Planescape game. Players, go figure. [/QUOTE]
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