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Just how long is a long rest anyway?
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<blockquote data-quote="Charlaquin" data-source="post: 7939789" data-attributes="member: 6779196"><p>This is a very interesting feature of the exploration rules when used with the default resting rules, and is one of the reasons I don’t switch to the “gritty realism” rest times or rule that players can only benefit from a long rest when they take it in a secure location. As you observe here, 8 hours of travel plus 8 hours of rest seems to leave 8 hours of the day unaccounted for. Some of it can be shuffled around to setting up and breaking camp, taking breaks during travel, etc. but it still seems like an awful lot of dead time. But that’s only if the players insist on never making a forced march. But here’s the thing: under the default resting rules, the PCs should be making a forced march every day.</p><p></p><p>In the worst case scenario, the PCs travel 9 hours, everyone fails their con saves and gets a level of exhaustion... Then they make camp, take a long rest, and that level of exhaustion goes away. Best case scenario, everyone succeeds on their con saves and you can press on for another hour. Basically, since you lose exhaustion levels at a rate of 1/day, your first exhaustion level each day is “free.”</p><p></p><p>In addition to this, I like to break the travel day up into 6 4-hour periods. With 2 periods set aside for a long rest, the players have 4 periods, during each of which they can travel for 3 hours and rest for 1. That makes a standard traveling day 9 hours of travel punctuated by 3 short rests, at the end of which they make a single DC 10 con save for the hour of forced marching. If they decide to press on for the fourth period, they make a DC 15 con save (and of course if they want to push back their long rest they can keep going, making another con save at +5 DC for each additional period they travel before taking a long rest.)</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7939789, member: 6779196"] This is a very interesting feature of the exploration rules when used with the default resting rules, and is one of the reasons I don’t switch to the “gritty realism” rest times or rule that players can only benefit from a long rest when they take it in a secure location. As you observe here, 8 hours of travel plus 8 hours of rest seems to leave 8 hours of the day unaccounted for. Some of it can be shuffled around to setting up and breaking camp, taking breaks during travel, etc. but it still seems like an awful lot of dead time. But that’s only if the players insist on never making a forced march. But here’s the thing: under the default resting rules, the PCs should be making a forced march every day. In the worst case scenario, the PCs travel 9 hours, everyone fails their con saves and gets a level of exhaustion... Then they make camp, take a long rest, and that level of exhaustion goes away. Best case scenario, everyone succeeds on their con saves and you can press on for another hour. Basically, since you lose exhaustion levels at a rate of 1/day, your first exhaustion level each day is “free.” In addition to this, I like to break the travel day up into 6 4-hour periods. With 2 periods set aside for a long rest, the players have 4 periods, during each of which they can travel for 3 hours and rest for 1. That makes a standard traveling day 9 hours of travel punctuated by 3 short rests, at the end of which they make a single DC 10 con save for the hour of forced marching. If they decide to press on for the fourth period, they make a DC 15 con save (and of course if they want to push back their long rest they can keep going, making another con save at +5 DC for each additional period they travel before taking a long rest.) [/QUOTE]
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Just how long is a long rest anyway?
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