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General Tabletop Discussion
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Should short rest be an hour long?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6962369" data-attributes="member: 6775031"><p>You are factually incorrect on this point. The only time when it is legal to expend a charge from your medkit along with the appropriate Hit Dice, in order to recover HP, is <em>at the end of a short rest</em>. This is explicitly stated under the relevant variant healing option in the DMG, just as it is generally stated in the PHB that you can only spend Hit Dice at the end of a Short Rest. </p><p></p><p>I believe that <em>you</em> have always hand-waved such activities, but neither of us can speak for everyone. In games I have played, we <em>always</em> stated when we were eating for the day, because we knew that it might matter.</p><p></p><p>Again, you are factually incorrect on this point. In D&D, Hit Points are not <em>only</em> meat - there is <em>more</em> to them than just that - but they are <em>also</em> meat. The exact ratio is going to depend on how your DM chooses to narrate the damage, which is explicitly in the hands of the DM (with one example given as a typical default). The optional healing variant at hand, which requires a medkit before you can spend Hit Dice to heal, exists to facilitate a narrative where getting hit means that you were actually <em>hit </em>and not just out of breath. (How well it succeeds at that goal is another matter entirely.)</p><p></p><p>Again, the <em>only</em> time in which it is legal to expend a use of your medkit is at the end of a short rest. If you apply bandages outside of that period, then it's up to the DM's discretion whether or not you can still spend Hit Dice when you later get around to resting for an hour. If you think that's absurd, then either you or the game designers are mistaken about the in-game reality associated with spending a charge from a medkit.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6962369, member: 6775031"] You are factually incorrect on this point. The only time when it is legal to expend a charge from your medkit along with the appropriate Hit Dice, in order to recover HP, is [I]at the end of a short rest[/I]. This is explicitly stated under the relevant variant healing option in the DMG, just as it is generally stated in the PHB that you can only spend Hit Dice at the end of a Short Rest. I believe that [I]you[/I] have always hand-waved such activities, but neither of us can speak for everyone. In games I have played, we [I]always[/I] stated when we were eating for the day, because we knew that it might matter. Again, you are factually incorrect on this point. In D&D, Hit Points are not [I]only[/I] meat - there is [I]more[/I] to them than just that - but they are [I]also[/I] meat. The exact ratio is going to depend on how your DM chooses to narrate the damage, which is explicitly in the hands of the DM (with one example given as a typical default). The optional healing variant at hand, which requires a medkit before you can spend Hit Dice to heal, exists to facilitate a narrative where getting hit means that you were actually [I]hit [/I]and not just out of breath. (How well it succeeds at that goal is another matter entirely.) Again, the [I]only[/I] time in which it is legal to expend a use of your medkit is at the end of a short rest. If you apply bandages outside of that period, then it's up to the DM's discretion whether or not you can still spend Hit Dice when you later get around to resting for an hour. If you think that's absurd, then either you or the game designers are mistaken about the in-game reality associated with spending a charge from a medkit. [/QUOTE]
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Should short rest be an hour long?
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