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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="Skyscraper" data-source="post: 6964052" data-attributes="member: 48518"><p>I assume there is some measure of irony in your reply <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This said, I think my post was clear, but to avoid ambiguity, while it happens that PCs are short on their resources, it is not the default condition, and as I mentioned at times they have regular long rests. Perhaps you understood this but for you, being <em>occasionally </em>short on resources is something you dislike, you prefer for your PC to always have access to all resources or to have a predictacle, controlled access to resources. I.e. adventuring days all have a predictable format, with approximately 6-8 encounter per day, 2 short rests, and then a long rest, and this long rest occurs whenever players want it to happen.</p><p></p><p>To me, this formatting is regrettable. While I agree that always being short on resources would not be pleasant, players in my game are looking to find ways to be able to replenish their resources, and this is part of their strategy. They do not expect to find a safe haven inside a dungeon for a long rest, simply because they have had their 6-8 encounters, and 2 short rests. They'll actually have to plan and think of how they can get it. If they can't, then they'll be short on resources. And then the survivability of their PCs will decrease.</p><p></p><p>So, if PCs never have to worry about lacking resources because they can get a long rest after every encounter (aka the 5-minute adventuring day), according to my personal preferences, the game then lacks some measure of suspense. Plus, these resources become less meaningful. If your preference differs, that's fine. To each his own.</p><p></p><p>My initial response, however, was only partly geared towards this incidental issue, but rather towards the OP, in which it was mentioned that "in 95% of situation where you can afford 1hr rest you can manage 8hrs also. This tips the balance in favor of per day mechanics." In my game, the advantages of long rests are not obtained simply because the players want it to be so. Long rests require favorable conditions, and otherwise short rests is what they get. I find that this helps towards giving both short rests and long rests a dictinct, meaningful impact.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6964052, member: 48518"] I assume there is some measure of irony in your reply :) This said, I think my post was clear, but to avoid ambiguity, while it happens that PCs are short on their resources, it is not the default condition, and as I mentioned at times they have regular long rests. Perhaps you understood this but for you, being [I]occasionally [/I]short on resources is something you dislike, you prefer for your PC to always have access to all resources or to have a predictacle, controlled access to resources. I.e. adventuring days all have a predictable format, with approximately 6-8 encounter per day, 2 short rests, and then a long rest, and this long rest occurs whenever players want it to happen. To me, this formatting is regrettable. While I agree that always being short on resources would not be pleasant, players in my game are looking to find ways to be able to replenish their resources, and this is part of their strategy. They do not expect to find a safe haven inside a dungeon for a long rest, simply because they have had their 6-8 encounters, and 2 short rests. They'll actually have to plan and think of how they can get it. If they can't, then they'll be short on resources. And then the survivability of their PCs will decrease. So, if PCs never have to worry about lacking resources because they can get a long rest after every encounter (aka the 5-minute adventuring day), according to my personal preferences, the game then lacks some measure of suspense. Plus, these resources become less meaningful. If your preference differs, that's fine. To each his own. My initial response, however, was only partly geared towards this incidental issue, but rather towards the OP, in which it was mentioned that "in 95% of situation where you can afford 1hr rest you can manage 8hrs also. This tips the balance in favor of per day mechanics." In my game, the advantages of long rests are not obtained simply because the players want it to be so. Long rests require favorable conditions, and otherwise short rests is what they get. I find that this helps towards giving both short rests and long rests a dictinct, meaningful impact. [/QUOTE]
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Should short rest be an hour long?
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