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Is 5e "Easy Mode?"
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<blockquote data-quote="Flamestrike" data-source="post: 7956483" data-attributes="member: 6788736"><p>He's using the Gritty rest variant too, but basically grants the PCs a long rest at the end of every session in any event.</p><p></p><p>This probably just nixes the Fighters, Monks and Warlocks more, because they're the only guys trying to get a 1 day short rest in there somewhere <em>during </em>the session.</p><p></p><p>My personal rest rules are 5 minute 'hand-waved' short rests (maximum of 2 per long rest). Take a knee, quick breather, sip of water, bite to eat, bind some wounds, check the map kind of thing.</p><p></p><p>Long rests stay the same, but 90 percent of my adventures have the PC's on the Doom clock (save the princess/ stop the ritual/ destroy-recover-locate the macguffin/ escape the dungeon/ stop the BBEG by [time X] or else [failure condition Y] happens), so it's not an issue for me.</p><p></p><p>I only reduce the Short rests to stop jarring 1 hour breaks in the narrative when the PCs are desperately trying to beat the clock and complete the quest, or suddenly decide it's a good idea to set up camp for an hour in the middle of a dungeon.</p><p></p><p>It also means I dont have to think ahead and provide 2-3 convenient places to hole up for an hour in every damn adventure I come up with.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7956483, member: 6788736"] He's using the Gritty rest variant too, but basically grants the PCs a long rest at the end of every session in any event. This probably just nixes the Fighters, Monks and Warlocks more, because they're the only guys trying to get a 1 day short rest in there somewhere [I]during [/I]the session. My personal rest rules are 5 minute 'hand-waved' short rests (maximum of 2 per long rest). Take a knee, quick breather, sip of water, bite to eat, bind some wounds, check the map kind of thing. Long rests stay the same, but 90 percent of my adventures have the PC's on the Doom clock (save the princess/ stop the ritual/ destroy-recover-locate the macguffin/ escape the dungeon/ stop the BBEG by [time X] or else [failure condition Y] happens), so it's not an issue for me. I only reduce the Short rests to stop jarring 1 hour breaks in the narrative when the PCs are desperately trying to beat the clock and complete the quest, or suddenly decide it's a good idea to set up camp for an hour in the middle of a dungeon. It also means I dont have to think ahead and provide 2-3 convenient places to hole up for an hour in every damn adventure I come up with. [/QUOTE]
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