Ah yes, the 'munchkin fever dream' of a well-paced game.Classes aren't designed for that munchkin fever dream dmg option...
yes, and the 5 min short rest worked in 4e, because the rest of the game was designed with that in mind. If you shorten the 5e SR to 5 min, you potentially break a lot of stuff (depending on how much your players abuse that)So to me, debating how many minutes long a short rest should be is contrary to the intent of the short rest in the first place. If I had to pick a length though, I'd say anything longer than 5 minutes defeats the purpose of the game design mechanic the short rest was intended to represent: the per encounter ability.
And use the same logic for Long rest.Undefined. Or, more accurately, defined by the adventure conditions and/or the DM. I don't think there needs to be a one size fits all answer to this.
I like 15 minutes better than 10, because 15 minutes is about 1% of a day.Is there a problem with the DMG alternate of 10 min? I expected that to be on the list.
I think they should just switch the default and alternate. Make 10 min. Standard and 1 hr and 1 day the alternates.
For sure. My point though is that the 'short rest' was designed as a per encounter ability recharge point. If there are going to be short rest-based abilities in 5E (2024), I would hope that those abilities are designed to be used per encounter. If there are short rest abilities, but they aren't designed to be used every encounter, irrespective of the number of encounters the character experiences per day, then we have a different game mechanic. One that would be much more difficult to balance for the usual reason: the number of encounters per day varies from table to table, and even day by day at the same table.yes, and the 5 min short rest worked in 4e, because the rest of the game was designed with that in mind. If you shorten the 5e SR to 5 min, you potentially break a lot of stuff (depending on how much your players abuse that)