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General Tabletop Discussion
*Dungeons & Dragons
Long Rest House Rule to adjust to "frequently resting" campaigns
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<blockquote data-quote="Sir Brennen" data-source="post: 7244686" data-attributes="member: 553"><p>Wouldn't the assumption be that the rest of the party would have spent resources similar to Jasper, and they'd *all* be sitting at the bar with him?</p><p></p><p>Though I guess it depends on party composition. This (and the Gritty variant) would have huge impact on some characters and almost none on others. A sorcerer gets no short rest benefits until very high levels, so he's kinda screwed for a week. A rogue doesn't really have many class based resources he has to worry about replenishing, short or long rest. These variant rules would just exacerbate the differences between the classes which have more abilities requiring a long rest, vs short or no rest abilities.</p><p></p><p>The only resource that's rest dependent across all classes are hit points (and hit die). If I were trying to solve a "too many long rests" issue, I'd 1) make sure to enforce the 1 long rest per 24 hour limit and 2) use the Slow Natural Healing variant (or something similar.) That will either put a greater reliance on healing magic (possibly requiring casting <em>cure wounds</em> even after a long rest), or the party going into the next adventuring day without full hit points. If you really want to slow that up, rule that characters only regain 1 Hit Die after a long rest, instead of half. Even harsher? Characters can only benefit from healing magic (other than cantrips) once per long rest.</p><p></p><p>The other option might be to tweak the Gritty rules to Long Rest = 24 hours (requiring 24 hour gap between).</p><p></p><p>Note that the Gritty Rules aren't trying to solve any "problems" - the text states the characters are going to spend a lot of time *out* of the dungeon, likely engaged in more social interaction/role playing heavy situations(or ticking off hours to learn new skills and other downtime activities.) They're for a completely different type of campaign. The Gritty rules are going to *be* a problem if you expect the characters to be able to explore a complex, isolated, inhabited dungeon in any reasonable amount time, or without getting killed because they can't find a place to rest for a week. I much prefer playing the bad guys as active entities, who respond/alter plans to the murderhobos invading their home, even while the the PCs are away/resting up. Will the NPCs just sit and wait for the PCs when they're up against their 7 day Long Rest wait period? Nope, and this means the players will often be at a greater disadvantage.</p><p></p><p>Question to the OP: does your house rule still use the Short Rest = 8 hours like the gritty rules?</p><p></p><p>Question to all: anyone actually ever used the Gritty rules (short rest = 8 hours, long rest = 1 week)? Why did you choose to and what was the impact?</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 7244686, member: 553"] Wouldn't the assumption be that the rest of the party would have spent resources similar to Jasper, and they'd *all* be sitting at the bar with him? Though I guess it depends on party composition. This (and the Gritty variant) would have huge impact on some characters and almost none on others. A sorcerer gets no short rest benefits until very high levels, so he's kinda screwed for a week. A rogue doesn't really have many class based resources he has to worry about replenishing, short or long rest. These variant rules would just exacerbate the differences between the classes which have more abilities requiring a long rest, vs short or no rest abilities. The only resource that's rest dependent across all classes are hit points (and hit die). If I were trying to solve a "too many long rests" issue, I'd 1) make sure to enforce the 1 long rest per 24 hour limit and 2) use the Slow Natural Healing variant (or something similar.) That will either put a greater reliance on healing magic (possibly requiring casting [i]cure wounds[/i] even after a long rest), or the party going into the next adventuring day without full hit points. If you really want to slow that up, rule that characters only regain 1 Hit Die after a long rest, instead of half. Even harsher? Characters can only benefit from healing magic (other than cantrips) once per long rest. The other option might be to tweak the Gritty rules to Long Rest = 24 hours (requiring 24 hour gap between). Note that the Gritty Rules aren't trying to solve any "problems" - the text states the characters are going to spend a lot of time *out* of the dungeon, likely engaged in more social interaction/role playing heavy situations(or ticking off hours to learn new skills and other downtime activities.) They're for a completely different type of campaign. The Gritty rules are going to *be* a problem if you expect the characters to be able to explore a complex, isolated, inhabited dungeon in any reasonable amount time, or without getting killed because they can't find a place to rest for a week. I much prefer playing the bad guys as active entities, who respond/alter plans to the murderhobos invading their home, even while the the PCs are away/resting up. Will the NPCs just sit and wait for the PCs when they're up against their 7 day Long Rest wait period? Nope, and this means the players will often be at a greater disadvantage. Question to the OP: does your house rule still use the Short Rest = 8 hours like the gritty rules? Question to all: anyone actually ever used the Gritty rules (short rest = 8 hours, long rest = 1 week)? Why did you choose to and what was the impact? [/QUOTE]
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Long Rest House Rule to adjust to "frequently resting" campaigns
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