Wiseblood
Adventurer
If the players buy in no problem. But that Jasper fellow is just going to buy up a lot of iron rations and stay put till Monday rolls around again.
This is the CR I face.
If the players buy in no problem. But that Jasper fellow is just going to buy up a lot of iron rations and stay put till Monday rolls around again.
Fair enough. I guess that just goes back to deficiencies with the basic resting rules, where it's hard to say exactly what is going on when you spend Hit Dice unless you're using the medkit option such that spending Hit Dice equates directly to using the medkit.But keep in mind with this rule, its not that you cannot rest. You certainly can, you just gain the benefit of a short rest....which is still quite restful. You just don't get the complete everything at full until some extra time has past and your batteries are truly recharged.
I can only assume that by "player" above you mean "character", as it's a mighty powerful DM indeed who can dictate the resting abilities of his/her real-life players.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.
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.
Among other things, this still lets you take a short rest in just an hour. You just end up with a lot of short rests before you get a long rest.I'm having a terribly slow day, how is this different to the gritty system in the DMG?
I've tried a few variants in my OOTA campaign. I believe lengthening calendar time between rest is good, but you need to consider a few other factors like exhaustion. My house rule (that is working very nicely for me) is -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?
In practice at the table, I find that it does indeed mean something. As a DM, I don't like to be forced to distort my narratives. The 24 hour long rest has proven long enough that interruptions are easy to narrate: preventing individuals from abusing it.Guys unless you have encounters between theses rests, it don't mean nothing. Jasper is going to hold up at the bar till he is fully up.