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Long or short rests? What is better?
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<blockquote data-quote="squibbles" data-source="post: 7486924" data-attributes="member: 6937590"><p>I think the rest system is alright, but I see two problems with it.</p><p></p><p>1.) Long rests don't cost anything mechanically. Getting most or all of your resources back on a short rest should be an advantage. Unfortunately, without some work on the DM's part to make long rests more circumstantially costly, short rest classes get less out of their features than long rest ones.</p><p></p><p>2.) Most long rest classes don't get much utility from short rests.</p><p></p><p>I think the solutions, homebrewed or official, are:</p><p></p><p>1.) to have explicit rules that make long resting more costly or risky. Maybe long rests could require a secure location (like in AiME) or, otherwise, require the PCs to expend a scarce resource. I hesitate to make video game comparisons, but I think that the camping supplies mechanic in Pillar of Eternity handled resting far better than any of the Infinity Engine or Neverwinter titles did (though it would introduce some cognitive dissonance in a tabletop game).</p><p></p><p>2.) for long rest classes to get something like the wizard's arcane recovery feature for them to use during short rests; something that doesn't recover a lot of their resources and none of their best resources, but at least some resources that are class specific.</p></blockquote><p></p>
[QUOTE="squibbles, post: 7486924, member: 6937590"] I think the rest system is alright, but I see two problems with it. 1.) Long rests don't cost anything mechanically. Getting most or all of your resources back on a short rest should be an advantage. Unfortunately, without some work on the DM's part to make long rests more circumstantially costly, short rest classes get less out of their features than long rest ones. 2.) Most long rest classes don't get much utility from short rests. I think the solutions, homebrewed or official, are: 1.) to have explicit rules that make long resting more costly or risky. Maybe long rests could require a secure location (like in AiME) or, otherwise, require the PCs to expend a scarce resource. I hesitate to make video game comparisons, but I think that the camping supplies mechanic in Pillar of Eternity handled resting far better than any of the Infinity Engine or Neverwinter titles did (though it would introduce some cognitive dissonance in a tabletop game). 2.) for long rest classes to get something like the wizard's arcane recovery feature for them to use during short rests; something that doesn't recover a lot of their resources and none of their best resources, but at least some resources that are class specific. [/QUOTE]
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Long or short rests? What is better?
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