Rya.Reisender
Explorer
I always think that guard shifts change like every 8 hours, so often the group can do a short rest without being found but couldn't do a long rest in the middle of an enemy lair.
Actually it is a recommendation. The game is balanced around those expectations. Warlocks for instance aren't even worth running if you don't follow those guidelines as they get next to no spells, only cantrips.Such mechanics aren't needed.
The talking about 6-8 encounters per adventuring day and around 2 short rests per adventuring day is not a "you must do this" or even really a "we intend that you do this" statement. It is a statement of observation, more like "This is what turned out to be most typical given the way that things played out among playtesting groups going through campaigns as they chose to."
Or, in other words, the numbers the DMG expect simply almost never happen.0-1
Most days, we just don't have a need for a rest.
Other days, we need one and can take one ... and on a good number of those, after we've taken the short rest we don't end up fighting again before our next long rest.
Then there's the days where we could really use multiple short rests, but resting isn't possible because we're in the middle of some ongoing event that doesn't really lend itself to hitting the pause button for an hour.
Days where there's both enough fighting that we'd need multiple rests, and there's enough time and space between fights that we can actually take them, are rare beasts indeed.
The problem is when DMs and adventures take these numbers to be more than the hot air they really are.Such mechanics aren't needed.
The talking about 6-8 encounters per adventuring day and around 2 short rests per adventuring day is not a "you must do this" or even really a "we intend that you do this" statement. It is a statement of observation, more like "This is what turned out to be most typical given the way that things played out among playtesting groups going through campaigns as they chose to."
But there is nothing to ensure this happens, so it doesn't?Actually it is a recommendation. The game is balanced around those expectations. Warlocks for instance aren't even worth running if you don't follow those guidelines as they get next to no spells, only cantrips.
The DMG says it and mearls has said so on Twitter.
I agree. It's a shame that not all classes have a short rest mechanic. Most do and all can still spend HD for HP though.But there is nothing to ensure this happens, so it doesn't?
The thing is, the DMG talks high and low about 6-8 encounters and 0-2 short rests per day...
But the game features very little mechanics to actually make that happen.
Such mechanics aren't needed.
The talking about 6-8 encounters per adventuring day and around 2 short rests per adventuring day is not a "you must do this" or even really a "we intend that you do this" statement. It is a statement of observation, more like "This is what turned out to be most typical given the way that things played out among playtesting groups going through campaigns as they chose to."
This makes me happy, and allows other numbers for individual groups pacing styles without running into mechanics.
I'm...pretty sure you're still going to run into mechanics no matter which way you go. Almost-purely short rest classes, like the Fighter, Moon Druid, and Warlock, will struggle to contribute the same way heavily-long-rest based classes do (Wizard in particular, but Cleric, Paladin, and Bard all come to mind).