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<blockquote data-quote="CapnZapp" data-source="post: 6901412" data-attributes="member: 12731"><p>One more thing. </p><p></p><p>The wilderness or hexcrawling playing style. It would be nice if 5th edition added explicit support for a variant where the parameters of short and long rests were not fixed, but instead left up to the scenario writer or DM. </p><p></p><p>So you could have, perhaps, 8 hour short and 7 day long rests while out trekking across the landscape. Then, when the <strong>same party</strong> in the <strong>same campaign</strong> do enter the dungeon, you switch to 1 hour short and 8 hour long rests.</p><p></p><p>And for the longer, months-long, travels; where you switch one map for the next, you instead do the variant where you can only rest when and you find specially marked places on your maps. Freshwater ports perhaps for ocean voyages. Oasis for desert treks. </p><p></p><p>The idea is that if you need perhaps fifteen encounters to gain a level, and you feel it is best balanced if the party can have up to two long rests and six short ones, but no more, that this should remain the same regardless of how long it actually takes to gain that level.</p><p></p><p>If you're dungeonbashing, you might gain the entire level in a single day. Solution: five-minute short rests and 1 hour long rests.</p><p></p><p>If the adventure is joining a caravan that will take three months to cross the Bones Desert, you will only be able to rest when you find oases. And there are only a small number of them.</p><p></p><p>In one case, you have fifteen encounters in a single day, and the rest durations allow for that.</p><p></p><p>In the other case, your fifteen encounters are spread out over several months. A full week might go by without seeing any other creature, let alone having an encounter. And in all that time, you won't have even a short rest. </p><p></p><p>All in <strong>one and the same</strong> campaign. <strong>Not</strong> that you choose one rest variation, and then stick to that. The idea is to have <strong>different rest durations in the same campaign</strong>, because most campaigns are better off with varying adventures. Sometimes you have a dungeon. Sometimes you rescue a princess. Sometimes you clear out the Badlands of monsters. Since these scenarios have wildly varying needs for how often you have encounters, the rest durations are left undefined by the rules, so they can change according to the needs of each scenario. </p><p></p><p>Yeah. That playing style would be neat to have official support for. Such as a written variant in some DMG2 kind of book. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6901412, member: 12731"] One more thing. The wilderness or hexcrawling playing style. It would be nice if 5th edition added explicit support for a variant where the parameters of short and long rests were not fixed, but instead left up to the scenario writer or DM. So you could have, perhaps, 8 hour short and 7 day long rests while out trekking across the landscape. Then, when the [B]same party[/B] in the [B]same campaign[/B] do enter the dungeon, you switch to 1 hour short and 8 hour long rests. And for the longer, months-long, travels; where you switch one map for the next, you instead do the variant where you can only rest when and you find specially marked places on your maps. Freshwater ports perhaps for ocean voyages. Oasis for desert treks. The idea is that if you need perhaps fifteen encounters to gain a level, and you feel it is best balanced if the party can have up to two long rests and six short ones, but no more, that this should remain the same regardless of how long it actually takes to gain that level. If you're dungeonbashing, you might gain the entire level in a single day. Solution: five-minute short rests and 1 hour long rests. If the adventure is joining a caravan that will take three months to cross the Bones Desert, you will only be able to rest when you find oases. And there are only a small number of them. In one case, you have fifteen encounters in a single day, and the rest durations allow for that. In the other case, your fifteen encounters are spread out over several months. A full week might go by without seeing any other creature, let alone having an encounter. And in all that time, you won't have even a short rest. All in [B]one and the same[/B] campaign. [B]Not[/B] that you choose one rest variation, and then stick to that. The idea is to have [B]different rest durations in the same campaign[/B], because most campaigns are better off with varying adventures. Sometimes you have a dungeon. Sometimes you rescue a princess. Sometimes you clear out the Badlands of monsters. Since these scenarios have wildly varying needs for how often you have encounters, the rest durations are left undefined by the rules, so they can change according to the needs of each scenario. Yeah. That playing style would be neat to have official support for. Such as a written variant in some DMG2 kind of book. :) [/QUOTE]
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