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General Tabletop Discussion
*Dungeons & Dragons
Should short rest be an hour long?
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<blockquote data-quote="Rya.Reisender" data-source="post: 6957752" data-attributes="member: 6801585"><p>You can interupt a short rest easily, because it's immediately interupted when the players do something other than the listed actions. Unlike long rests, the rules aren't generous here.</p><p></p><p></p><p>Changing the duration of short rests doesn't solve this either, though.</p><p></p><p>What I do is:</p><p>- I tell players when they can do a long rest, they can't decide that (I will say something like "It's getting dark, you start to feel sleepy. OC: You can take a long rest now."), I think this is within the rules as they say you can only take one long rest ever 24 hours and as DM I have control over the time progression</p><p>- When my players insist on waiting or start wasting time so they can take a long rest faster, they have the risk of being attacked while waiting</p><p>- Generally, I design each adventuring day so that it has 6-8 encounters, so my players have to fight them, it's up to them if they want to keep pushing into the dungeon, getting attacked while waiting around or having to do some extra encounters when trying to escape the dungeon and resting in the wilderness</p><p>- If not clearly stated otherwise in the adventure path (e.g. every 30 minutes risk of encounter in the middle of the enemy lair), I allow my players a safe rest as long as they did a suitable amount of battles for the day already</p><p></p><p>Result is that my players almost always try to push themselves to their limit rather than waiting and resting around, which makes for a much more exciting adventure and it's also better balance because I can maintain the short rest / long rest balance easier.</p><p></p><p>Note: On field travels, there may be days without encounters at all (irrelevant in terms of balance). If there are days with encounters, I try to create a "Battle 1 -> SR -> Battle 2 -> SR -> Battle 3 -> LR" structure, which is still quite balanced as long as the battles are sufficiently difficult.</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 6957752, member: 6801585"] You can interupt a short rest easily, because it's immediately interupted when the players do something other than the listed actions. Unlike long rests, the rules aren't generous here. Changing the duration of short rests doesn't solve this either, though. What I do is: - I tell players when they can do a long rest, they can't decide that (I will say something like "It's getting dark, you start to feel sleepy. OC: You can take a long rest now."), I think this is within the rules as they say you can only take one long rest ever 24 hours and as DM I have control over the time progression - When my players insist on waiting or start wasting time so they can take a long rest faster, they have the risk of being attacked while waiting - Generally, I design each adventuring day so that it has 6-8 encounters, so my players have to fight them, it's up to them if they want to keep pushing into the dungeon, getting attacked while waiting around or having to do some extra encounters when trying to escape the dungeon and resting in the wilderness - If not clearly stated otherwise in the adventure path (e.g. every 30 minutes risk of encounter in the middle of the enemy lair), I allow my players a safe rest as long as they did a suitable amount of battles for the day already Result is that my players almost always try to push themselves to their limit rather than waiting and resting around, which makes for a much more exciting adventure and it's also better balance because I can maintain the short rest / long rest balance easier. Note: On field travels, there may be days without encounters at all (irrelevant in terms of balance). If there are days with encounters, I try to create a "Battle 1 -> SR -> Battle 2 -> SR -> Battle 3 -> LR" structure, which is still quite balanced as long as the battles are sufficiently difficult. [/QUOTE]
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Should short rest be an hour long?
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