One thing that has been debated recently is the notion of the adventuring day and the expected number of encounters. While 5-6 encounters are expected, there are many groups that only have a few encounters before a long rest. Whether its intolerance of the time it takes to do that many encounters, or they feel that fewer encounters makes more sense for the flavor of the adventure...it is still a factor.
This rule bridges the gap between the normal "potentially frequent" long rest, and the 7 day long rest gritty system.
The Rule: After taking a long rest, a player cannot benefit from another long rest for 7 days. Any long rest taken during this window gives the player the benefit of a short rest.
So initially, long rest works just like it does now. So players can take them when/if needed to get the juice back. But after that....things get grittier.
What this does is still allow players to recover their abilities quickly in a dungeon setting. So you don't have to stop the action for 7 days like you would with the normal grittier rules. But on the flip side, players can't take strings of long rests to break up encounters. They are also encouraged to push harder before resting...because if they rest too early they "miss out" on all the returns the rest can give them.
Further, this is great for wilderness adventures. A DM can throw a random encounter at a players on day 1. The party rests as normal. Then an encounter on Day 3 is still a bit more deadly, because now the players can't just immediately recover afterwards. It still provides the wear down of resources expected for balance in the game...but allows you to stretch it over several days instead of just the 1 adventuring day.
Thoughts?
This rule bridges the gap between the normal "potentially frequent" long rest, and the 7 day long rest gritty system.
The Rule: After taking a long rest, a player cannot benefit from another long rest for 7 days. Any long rest taken during this window gives the player the benefit of a short rest.
So initially, long rest works just like it does now. So players can take them when/if needed to get the juice back. But after that....things get grittier.
What this does is still allow players to recover their abilities quickly in a dungeon setting. So you don't have to stop the action for 7 days like you would with the normal grittier rules. But on the flip side, players can't take strings of long rests to break up encounters. They are also encouraged to push harder before resting...because if they rest too early they "miss out" on all the returns the rest can give them.
Further, this is great for wilderness adventures. A DM can throw a random encounter at a players on day 1. The party rests as normal. Then an encounter on Day 3 is still a bit more deadly, because now the players can't just immediately recover afterwards. It still provides the wear down of resources expected for balance in the game...but allows you to stretch it over several days instead of just the 1 adventuring day.
Thoughts?