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How long should a Short rest be in 5E(2024)?
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<blockquote data-quote="DEFCON 1" data-source="post: 9073943" data-attributes="member: 7006"><p>Short rests don't need an exact measurement... DMs just need to determine how often and how powerful their combats/encounters are and whether they want players to get their abilities back for every one of those fights, or every couple.</p><p></p><p>Me personally... I don't care how long in "actual in-world time" it takes for a short rest, because I don't track time for really anything else so why get hung up on this? I usually tell my players '10 minutes' for a short rest precisely because it overlaps with the spellcaster '10-minute' ritual time and rogue's '10-minute' search and/or lockpick/disarm time in my games. But even those claims of '10 minutes' are pretty much handwaved because it's not like I'm keeping track of exact times for the rest of the adventure.</p><p></p><p>I do not run combats so many times in a single 'adventuring day' where the Warlock becomes "overpowered" by having 2 max-level slots available over and over and the Fighter gets to Action Surge every combat after each 'short rest'. So I just let everyone refresh their short rest abilities after each encounter and not worry about it... and I've never had an issue in my particular style of gameplay.</p><p></p><p>Other people, who play a more strictly delineated timed-out game, they might want/need a faster-held policy. But in both cases my response is the same-- since the book and game itself cannot know what type of game any of us runs... <em>it doesn't matter</em> what they put down in ink because every single one of us should just <em>ignore</em> the book and use whatever works best for our own table.</p><p></p><p>5 minutes, 10 minutes, an hour, 8 hours, no set time and Short Rest becomes its own length of time-- you as a DM and a table choose. What makes the game most fun for you all? Use that.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9073943, member: 7006"] Short rests don't need an exact measurement... DMs just need to determine how often and how powerful their combats/encounters are and whether they want players to get their abilities back for every one of those fights, or every couple. Me personally... I don't care how long in "actual in-world time" it takes for a short rest, because I don't track time for really anything else so why get hung up on this? I usually tell my players '10 minutes' for a short rest precisely because it overlaps with the spellcaster '10-minute' ritual time and rogue's '10-minute' search and/or lockpick/disarm time in my games. But even those claims of '10 minutes' are pretty much handwaved because it's not like I'm keeping track of exact times for the rest of the adventure. I do not run combats so many times in a single 'adventuring day' where the Warlock becomes "overpowered" by having 2 max-level slots available over and over and the Fighter gets to Action Surge every combat after each 'short rest'. So I just let everyone refresh their short rest abilities after each encounter and not worry about it... and I've never had an issue in my particular style of gameplay. Other people, who play a more strictly delineated timed-out game, they might want/need a faster-held policy. But in both cases my response is the same-- since the book and game itself cannot know what type of game any of us runs... [I]it doesn't matter[/I] what they put down in ink because every single one of us should just [I]ignore[/I] the book and use whatever works best for our own table. 5 minutes, 10 minutes, an hour, 8 hours, no set time and Short Rest becomes its own length of time-- you as a DM and a table choose. What makes the game most fun for you all? Use that. [/QUOTE]
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