Tony Vargas
Legend
Nod, that's a fair first step, but not the whole journey. As long as you tie recovery to a fixed period of time, rather than some more narratively flexible condition, the issue can crop up.Let's separate it from a rest - resting (a normal thing that people do on a regular basis), let's tie recovery to time. You can use the ability again every 4 hours.
That's a similar but more abstract take, yes. It's about what 13th Age does. You get a "full heal-up" after every 4th encounter, usually corresponding with a 'rest' if that fits the flow of the story, but not always. The recharge may come right between two battles, with the recharge being more a matter of momentum. :shrug: The GM preps encounters and can decide to put in another to fit the recharge point in a more dramatically appropriate moment. And, players can decide to 'rest' early and accept a 'campaign loss' - something bad happens while they're recharging their batteries - that whole time-pressure thing, but abstracted to a consistent rule.So instead, you're proposing that on a day when you have more encounters, you recover faster. You are able to recover after 5 encounters, let's say. OK, on a normal day that's fine. But when you're traveling, you can't regain your spells now for days, maybe even weeks or months if you don't have any encounters.
In the 'real fictional' world, the re-charging of D&D characters really doesn't make oodles of sense, anyway (it can be rationalized, but so can changing it from one situation to another). Both the short & long-rest recharge of abilities, and the 6-8 encounter guidelines are concessions to the fact it's a game.So let's try to look at it from a real (fictional) world.
Of course, it's not part of the physics of the world, it's the game mechanics of the system being given the gravitas of realism, when they're just arbitrary & abstract game mechanics. By adding that extra weight to the mechanics, you straightjacket yourself - unnecessarily, IMHO - but it could be worth it depending on the style & feel you're going for. It's perfect for 'CaW,' for instance, where the point /is/ for things to be skewed rather than balanced.Spell slots require you to reconnect to the magical energy, which takes either time, rest, or sleep. I use time and sleep in my campaign, you regain spell slots while sleeping, or after 24 hours if you don't sleep. This is part of the "physics" of the world and I expect that to remain consistent whether I'm gardening, shopping, traveling or adventuring.
It is, and that's a desirable accomplishment if you want more of that AD&D feel - including profound class imbalance in any given day and no 'encounter balance' or CR/encounter guidelines to speak of.So I'll make the same suggestion again:
Use the gritty realism approach for healing, and the regular resting approach for regaining spells and abilities. Guess what? That's almost identical to AD&D.
That's a 5e 'modularity' feature: mak'n it more like a prior edition. Mike can tick off a promise delivered. I'm not sure how we got on that tangent, but there it is. You can make 5e run rather a lot like AD&D if that's the campaign you want to run.
It'd presumably go the other-way round. The fiction would imply the changes to the availability and required duration of the 'rest,' just as it implies the pacing of encounters.Although I still have issues with the solution. Why? Because you still haven't provided any meaningful fiction to explain why I can't stop and take a rest for a week.
So a desert trek might consists of many days of travel, with a few encounters and even fewer 'rests' at the odd well or oasis and a 'long rest' when you get out of the desert and have a chance to recuperate. You'd still sleep every night (or perhaps, day, under some sort of shelter, and travel at night, to beat the heat?) you just wouldn't get the long rest benefits, because of the adverse conditions.
Now, of course, just like crossing the desert in a 747 flying first class is not as draining as walking across it, a 'trek across the desert' with lavish magical resources would be different 'in the real fictional world' - and played through differently, possibly hand-waved.