el-remmen
Moderator Emeritus
I have considered the safe haven rule, but I think my players would revolt.I like your ideas on resting, I might steal them for my own campaign. Would decrease alternative maths though, in my mind the simpler the rule the better.
Here are a few rules suggestion that might prove cool additions:
- Safe Haven requirement for Long Rests:
Long rest can only occur in Safe Havens, eg. cities or other safe spots. Provides attrition on overland travel and spreads the 'Adventuring Day' encounters vs. daily ressources over several narrative days. Found it on: House Rules from Various 5es
- Healer's Kit Dependency (5.0 DMG, p. 266)
All natural healing (Hit Dice expenditure) needs a medicine check and a healers kit charge to function.
My old DM used this rule, and it made sense. Wounds should be tended to in order to heal. Reintroduces medicine skill, makes healing kits a finite resource and creates verisimilitude.
But I love the idea of having to use a medicine kit to spend HD on a rest.







