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My Best and Simplest Homebrew Rule: Nerfed Long Rests
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<blockquote data-quote="xiphumor" data-source="post: 8670761" data-attributes="member: 7033055"><p><strong>When players take a long rest, the regain half of the features their descriptions say that they do, rounded up. Magic Items with charges similarly regain half of their charges, rounded up.</strong></p><p><strong></strong></p><p><strong>Hit dice and HP are the one exception. Players still regain their RAW half-of-all-their-hit-dice-rounded-down on a long rest. However, they must spend hit dice in order to regain HP, just as they would on a short rest.</strong></p><p><strong></strong></p><p><strong>In this system, spell-casters multiply each of their spell slots by their level and add up the total. They may regain a number of spell slots whose collective level adds up to half of that total, rounded up.</strong></p><p><strong></strong></p><p><strong>Short Rests are unchanged.</strong></p><p></p><p>This system lets me not run 6-8 encounters per day, which is unreasonable for the pace of my story, without stretching everything out over the course of weeks like Gritty Realism demands. In general, short-rest-based and long-rest-based classes even out after about three straight days of adventuring. At the same time, if I want to run a high-intensity dungeon, all I have to do is give the players two or three long rests to gear up and prepare.</p><p></p><p>It might not be for everyone’s game, but it’s proved to be a powerful tool for bringing the mechanics of the game in line with my story pace.</p></blockquote><p></p>
[QUOTE="xiphumor, post: 8670761, member: 7033055"] [B]When players take a long rest, the regain half of the features their descriptions say that they do, rounded up. Magic Items with charges similarly regain half of their charges, rounded up. Hit dice and HP are the one exception. Players still regain their RAW half-of-all-their-hit-dice-rounded-down on a long rest. However, they must spend hit dice in order to regain HP, just as they would on a short rest. In this system, spell-casters multiply each of their spell slots by their level and add up the total. They may regain a number of spell slots whose collective level adds up to half of that total, rounded up. Short Rests are unchanged.[/B] This system lets me not run 6-8 encounters per day, which is unreasonable for the pace of my story, without stretching everything out over the course of weeks like Gritty Realism demands. In general, short-rest-based and long-rest-based classes even out after about three straight days of adventuring. At the same time, if I want to run a high-intensity dungeon, all I have to do is give the players two or three long rests to gear up and prepare. It might not be for everyone’s game, but it’s proved to be a powerful tool for bringing the mechanics of the game in line with my story pace. [/QUOTE]
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My Best and Simplest Homebrew Rule: Nerfed Long Rests
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