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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="clearstream" data-source="post: 7191606" data-attributes="member: 71699"><p>Pasted below is what I'm using currently in my OOTA campaign. I'm holding my "recovery" mechanics in abeyance until the calendar-time solution fails. Note that I'm ignoring Crawford and applying the RAW strictly, i.e. any combat or any spell cast interrupts a rest. It's worth reiterating that Crawford's ruling evokes a mild ambiguity in the language to require one hour of fighting to break a long rest: at an average of 5 rounds a fight (30 seconds) that entails 120 encounters to break a rest! That's enough encounters to go from level one to level ten. If that's what the author really meant, then it's worth exploiting the ambiguity to ignore them. Per RAW characters need to avoid strenuous activity and - for a Long Rest - sleep. I think that allows a DM to rule on comfort requirements.</p><p></p><p><span style="color: #0000FF"><strong>Short Rest</strong></span></p><p><span style="color: #0000FF">A short rest is a period of downtime, at least 3 hours long.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF"><strong>Extended Short Rest</strong></span></p><p><span style="color: #0000FF">An extended short rest is a period of downtime, at least 8 hours long. Along with the standard benefits of a short rest, an extended short rest allows characters to reduce exhaustion, examine or attune magic items, and train. A character can’t benefit from more than one extended short rest in a 24 hour period.</span></p><p><span style="color: #0000FF"></span></p><p><span style="color: #0000FF"><strong>Long Rest</strong></span></p><p><span style="color: #0000FF">A long rest is a period of extended downtime, at least 24 hours long. After taking one, a character can’t benefit from another for 24 hours.</span></p><p></p><p>I made this change as a halfway house between standard and Gritty Realism. I wanted mechanically meaningful easy and medium encounters (often as random encounters) without slowing the travel pace to a crawl. I found a need to move "world effects" into an extended short rest. My concept for that is there are no character ability recoveries there, only other things. Possibly hit point maximum drain could recover on extended short rests. What do you think?</p></blockquote><p></p>
[QUOTE="clearstream, post: 7191606, member: 71699"] Pasted below is what I'm using currently in my OOTA campaign. I'm holding my "recovery" mechanics in abeyance until the calendar-time solution fails. Note that I'm ignoring Crawford and applying the RAW strictly, i.e. any combat or any spell cast interrupts a rest. It's worth reiterating that Crawford's ruling evokes a mild ambiguity in the language to require one hour of fighting to break a long rest: at an average of 5 rounds a fight (30 seconds) that entails 120 encounters to break a rest! That's enough encounters to go from level one to level ten. If that's what the author really meant, then it's worth exploiting the ambiguity to ignore them. Per RAW characters need to avoid strenuous activity and - for a Long Rest - sleep. I think that allows a DM to rule on comfort requirements. [COLOR="#0000FF"][B]Short Rest[/B] A short rest is a period of downtime, at least 3 hours long. [B]Extended Short Rest[/B] An extended short rest is a period of downtime, at least 8 hours long. Along with the standard benefits of a short rest, an extended short rest allows characters to reduce exhaustion, examine or attune magic items, and train. A character can’t benefit from more than one extended short rest in a 24 hour period. [B]Long Rest[/B] A long rest is a period of extended downtime, at least 24 hours long. After taking one, a character can’t benefit from another for 24 hours.[/COLOR] I made this change as a halfway house between standard and Gritty Realism. I wanted mechanically meaningful easy and medium encounters (often as random encounters) without slowing the travel pace to a crawl. I found a need to move "world effects" into an extended short rest. My concept for that is there are no character ability recoveries there, only other things. Possibly hit point maximum drain could recover on extended short rests. What do you think? [/QUOTE]
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