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My Best and Simplest Homebrew Rule: Nerfed Long Rests
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<blockquote data-quote="NotAYakk" data-source="post: 8670816" data-attributes="member: 72555"><p>The point of Gritty is that "I take a week break" plausibly loses whatever plot is in the air at the time.</p><p></p><p>This turns "we sleep for the night" into "we sleep for 2 nights". It is a bit of a stretch that some ongoing plot that wouldn't find taking a night off suddenly fails if you take 2 nights off.</p><p></p><p>Once you have embraced tweaking the game speed of 5e, it becomes a matter of tuning encounter difficulty. With gritty, the PC resource for a problem is <strong>one long rests worth</strong>. If they run out of said resources and have to retreat, the (planned) failure consequence kicks in (in the in-world fiction).</p><p></p><p>With yours, I'm not sure what the resource budget for a single problem is.</p><p></p><p>With gritty it is clear.</p><p></p><p><strong>Immediate problem</strong>: Monsters attacking right now, or criminal leaving city, or approaching a den of bandits. You don't have time for a short rest. You probably have time for rituals and similar recovery between sub problems.</p><p></p><p><strong>Extended problem</strong>: Bandits are raiding an area, criminal investigation in a town, traveling between two spots. You don't have time for a long rest, but have time for (limited number of) short rests between sub-problems.</p><p></p><p><strong>Plot Arc</strong>: Dwarven fascists are harvesting materials from lands abandoned by the elves when they left this plane to build a warforged army. You have time for (limited number of) long rests between sub-problems.</p><p></p><p>Making the consequences of taking a rest clear is key, in my opinion. And "long rests are 2 nights in total" doesn't make it much clearer, at least to me. I mean, if you "give" players rests, that is different; but rests should be (in my opinion) a player choice with usually obvious consequences and costs.</p><p></p><p>If you take a week off investigating criminals, they get away with whatever they are doing. If you go back to the origin city and take a week break while traveling, you failed the trip. If you take week off while bandits are raiding, they pull off another major raid and cause a lot more destruction.</p><p></p><p>If you take too many weeks while opposing the Dwarven fascists, they build their army and start the invasion. If you take a night off when a criminal is fleeing a city, they flee the city and are out of reach. If you try to take a short rest when your caravan is attacked, the monsters kill you (or if you hide, they destroy the caravan). If you take an overnight rest after hitting the bandit den, the bandits reinforce, ambush you in return, or leave the area. Etc.</p><p></p><p>...</p><p></p><p>Finally, I don't like your math. It is messy and inelegant.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8670816, member: 72555"] The point of Gritty is that "I take a week break" plausibly loses whatever plot is in the air at the time. This turns "we sleep for the night" into "we sleep for 2 nights". It is a bit of a stretch that some ongoing plot that wouldn't find taking a night off suddenly fails if you take 2 nights off. Once you have embraced tweaking the game speed of 5e, it becomes a matter of tuning encounter difficulty. With gritty, the PC resource for a problem is [B]one long rests worth[/B]. If they run out of said resources and have to retreat, the (planned) failure consequence kicks in (in the in-world fiction). With yours, I'm not sure what the resource budget for a single problem is. With gritty it is clear. [B]Immediate problem[/B]: Monsters attacking right now, or criminal leaving city, or approaching a den of bandits. You don't have time for a short rest. You probably have time for rituals and similar recovery between sub problems. [B]Extended problem[/B]: Bandits are raiding an area, criminal investigation in a town, traveling between two spots. You don't have time for a long rest, but have time for (limited number of) short rests between sub-problems. [B]Plot Arc[/B]: Dwarven fascists are harvesting materials from lands abandoned by the elves when they left this plane to build a warforged army. You have time for (limited number of) long rests between sub-problems. Making the consequences of taking a rest clear is key, in my opinion. And "long rests are 2 nights in total" doesn't make it much clearer, at least to me. I mean, if you "give" players rests, that is different; but rests should be (in my opinion) a player choice with usually obvious consequences and costs. If you take a week off investigating criminals, they get away with whatever they are doing. If you go back to the origin city and take a week break while traveling, you failed the trip. If you take week off while bandits are raiding, they pull off another major raid and cause a lot more destruction. If you take too many weeks while opposing the Dwarven fascists, they build their army and start the invasion. If you take a night off when a criminal is fleeing a city, they flee the city and are out of reach. If you try to take a short rest when your caravan is attacked, the monsters kill you (or if you hide, they destroy the caravan). If you take an overnight rest after hitting the bandit den, the bandits reinforce, ambush you in return, or leave the area. Etc. ... Finally, I don't like your math. It is messy and inelegant. [/QUOTE]
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