WayOfTheFourElements
Hero
As the title says, what are some of the potential consequences of using the 3e resting and recovery rules in D&D 5e?
By 3e resting and recovery rules, I mean, character do not have hit dice to recover hit points and recover a number of hit points equal to their level at the end of a long rest. All other abilities (spells, etc.) are recovered as normal.
Edit: I'm not sure if I would use these rules in an actual game, but it seems like a possible solution to campaign that feature equal amount wilderness exploration (with few encounters per day) and dungeon delving (with many encounters per day).
Other options, I have considered are making three types of rests: short, long, and extended (5 days) and shuffling the recovery of some resources around accordingly. (Long rest restores a single HD; an extended rest restores all HD and hit points to their maximum.)
Clarification: The problem is that I run 3 sandbox games for 3 different groups in the same world, in which the actions of one group have a dramatic affect on the actions of other groups. Groups will often play tricks and try to thwart the other groups of players, seeing them as adventuring rivals. As a result, any sort of narrative pacing falls flat and drastically reduces player/group agency. Having time flow at my discretion undermines the conflict.
The trouble I have experienced with the rest and recovery method described in the PHB is that because a near-complete recovery happens over night, one group can became several days "ahead" of the other groups over the course of a single session, which can be mind-boggling for me as a DM when trying to actively keep track of thee separate time lines and keeping everything consistent.
When I switched to the slow-paced recovery method presented in the DMG, it was much easier to keep the timelines clustered together. The opportunity cost to resting and recovering resources did its job. On the other hand, it made it difficult to have a wilderness trek, followed by a dungeon crawl, followed by another wilderness trek back to the home base awkward. Short rests in the dungeon become necessary to keep some classes (monk, fighter, warlock) reliant. Furthermore, complete overnight recovery makes wilderness encounters meaningless in terms of attrition.
I really like 90% of the 5e mechanics and overall prefer it to 2e, but these types of problems never arose as dramatically when playing 2e or BX.
By 3e resting and recovery rules, I mean, character do not have hit dice to recover hit points and recover a number of hit points equal to their level at the end of a long rest. All other abilities (spells, etc.) are recovered as normal.
Edit: I'm not sure if I would use these rules in an actual game, but it seems like a possible solution to campaign that feature equal amount wilderness exploration (with few encounters per day) and dungeon delving (with many encounters per day).
Other options, I have considered are making three types of rests: short, long, and extended (5 days) and shuffling the recovery of some resources around accordingly. (Long rest restores a single HD; an extended rest restores all HD and hit points to their maximum.)
Clarification: The problem is that I run 3 sandbox games for 3 different groups in the same world, in which the actions of one group have a dramatic affect on the actions of other groups. Groups will often play tricks and try to thwart the other groups of players, seeing them as adventuring rivals. As a result, any sort of narrative pacing falls flat and drastically reduces player/group agency. Having time flow at my discretion undermines the conflict.
The trouble I have experienced with the rest and recovery method described in the PHB is that because a near-complete recovery happens over night, one group can became several days "ahead" of the other groups over the course of a single session, which can be mind-boggling for me as a DM when trying to actively keep track of thee separate time lines and keeping everything consistent.
When I switched to the slow-paced recovery method presented in the DMG, it was much easier to keep the timelines clustered together. The opportunity cost to resting and recovering resources did its job. On the other hand, it made it difficult to have a wilderness trek, followed by a dungeon crawl, followed by another wilderness trek back to the home base awkward. Short rests in the dungeon become necessary to keep some classes (monk, fighter, warlock) reliant. Furthermore, complete overnight recovery makes wilderness encounters meaningless in terms of attrition.
I really like 90% of the 5e mechanics and overall prefer it to 2e, but these types of problems never arose as dramatically when playing 2e or BX.
Last edited: