Cap'n Kobold
Legend
(I missed a chunk of my post out the first time it went up: a lot is dependent upon how the shorter rest time affects daily attrition due to random encounters.)Why is that? Fighters, Monks, and Rogues benefit from the shorter short rest, and aside from the Warlock, I don't see how it favors Spellcasters, in particular Wizards or Sorcerers.
But overall my train of thought was this: If you can hole up somewhere safe for 20 mins, its often safe for another 40. Not always the case, but IME the shorter time is the lesser of the two changes.
(Hence why the random encounters and their relationship to short rests is so important.)
I believe that the greater of the two changes, is the reduction on overall recovery over the day. I don't think deliberately going to low HP to maximise the "return to bloodied" effect of long rests is a good or likely tactic. Likewise most characters are going to want to start a day at close to full HP.
The requirement to spend hit dice for healing rather than normal long rest recovery (plus the ability to spend HD on other things) is going to overall reduce the HD and also total daily healing available for characters.
Reduced Hit Dice available over the day means fewer short rests.
Reduced total HP over the day means that those classes whose hit points are one of their main resources are going to be weaker, and the party as a whole will want to long rest more often, to recover HD and healing spells.
This is mostly of benefit to long-rest-based classes, although divine casters will probably be under greater pressure to spend more resources on healing.







