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<blockquote data-quote="Rhenny" data-source="post: 6290237" data-attributes="member: 18333"><p>I have noted a number of benefits from making short rests 1 hour (often impossible to take in a populated dungeon unless complete stealth is maintained). There has been a steady up-tick in tension in my most recent playtest sessions. My players assume that they will need to carry on, so they push forward much more than they would have in past editions. When they find a position/situation where they can take 1 hour rests, they are terrifically relieved, but I like how they don't expect to be able to rest in many dungeon situations.</p><p></p><p>Pushing on once PCs have spent short rest features also makes the session feel more dire and gritty. For us, that works. For others it may not.</p><p></p><p>It is also much easier for the DM to determine if the rest should be interrupted or not when using 1 hour rests. When short rests are too short, the DM is faced with a tougher decision. It is harder to determine what an enemy might do with 5, 10 or 15 minutes (in a way, getting interrupted during a really short rest like this makes it seem as if the DM is purposefully trying to prevent the PCs from resting). It is much easier to determine what will happen with 1 hour of time (if the patrol interrupts the PCs during an hour rest, there is never any grumbling...my players expect it unless they are in a completely safe area).</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6290237, member: 18333"] I have noted a number of benefits from making short rests 1 hour (often impossible to take in a populated dungeon unless complete stealth is maintained). There has been a steady up-tick in tension in my most recent playtest sessions. My players assume that they will need to carry on, so they push forward much more than they would have in past editions. When they find a position/situation where they can take 1 hour rests, they are terrifically relieved, but I like how they don't expect to be able to rest in many dungeon situations. Pushing on once PCs have spent short rest features also makes the session feel more dire and gritty. For us, that works. For others it may not. It is also much easier for the DM to determine if the rest should be interrupted or not when using 1 hour rests. When short rests are too short, the DM is faced with a tougher decision. It is harder to determine what an enemy might do with 5, 10 or 15 minutes (in a way, getting interrupted during a really short rest like this makes it seem as if the DM is purposefully trying to prevent the PCs from resting). It is much easier to determine what will happen with 1 hour of time (if the patrol interrupts the PCs during an hour rest, there is never any grumbling...my players expect it unless they are in a completely safe area). [/QUOTE]
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