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Long Rest is a Problem
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<blockquote data-quote="THEMNGMNT" data-source="post: 8060762" data-attributes="member: 6809274"><p>I'm testing a modification to short and long rests in one of my current campaigns. </p><p></p><p>First, short rests take 5 minutes, and you get 2 of them per long rest. This is to keep short and long rest classes on a level playing field, which has emerged as a problem in my games. </p><p></p><p>Second, during a long rest you can only regain hit points by spending hit dice. Hit dice are regained every long rest at a rate equal to your proficiency bonus. This is to slightly slow the rate of healing, mostly as a pacing mechanism. I want to keep fights cinematic, but I also want players to feel it when they get caught in a series of back-to-back encounters. That's a tricky balance.</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 8060762, member: 6809274"] I'm testing a modification to short and long rests in one of my current campaigns. First, short rests take 5 minutes, and you get 2 of them per long rest. This is to keep short and long rest classes on a level playing field, which has emerged as a problem in my games. Second, during a long rest you can only regain hit points by spending hit dice. Hit dice are regained every long rest at a rate equal to your proficiency bonus. This is to slightly slow the rate of healing, mostly as a pacing mechanism. I want to keep fights cinematic, but I also want players to feel it when they get caught in a series of back-to-back encounters. That's a tricky balance. [/QUOTE]
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Long Rest is a Problem
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