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General Tabletop Discussion
*Dungeons & Dragons
Should short rest be an hour long?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6964306" data-attributes="member: 6775031"><p>It's in the DMG, as the officially-sanctioned "gritty" option for people who don't want to hand-wave HP as just luck or fatigue. (It doesn't quite succeed at that, but it tries.) The text is just that you spend the charge from the medkit at the end of the rest, when you would normally spend the Hit Dice, because they can't say for certain <em>when</em> you actually used the bandages and they don't want to bog the game down with tracking such minutiae during non-action sequences (or so I gather).</p><p></p><p>I'm not comfortable saying that it would be <em>absurd</em> to apply those bandages over the course of five minutes, earlier in the day, because I don't know enough about medical practice to really have an informed opinion on the matter. If the game designers say it takes 20+ minutes in a safe environment in order to really apply bandages effectively, then I'm in no position to challenge that assertion, and it really seems like it still depends on the degree to which the DM describes the injury at hand.</p><p></p><p>Resource management is a lot of fun to some people, and it's an aspect of the game that isn't really challenged under the default resting paradigm. But the <em>less</em> frequently you use your cool abilities, the <em>more</em> awesome they seem when you <em>do</em> get to use them.</p><p></p><p>Something I miss, in this edition, is playing a wizard and hoarding my spell slots while I carefully plinked away with my darts (or crossbow), until finally the stars align and I get to release the amazing spell that completely turns the tide of battle.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6964306, member: 6775031"] It's in the DMG, as the officially-sanctioned "gritty" option for people who don't want to hand-wave HP as just luck or fatigue. (It doesn't quite succeed at that, but it tries.) The text is just that you spend the charge from the medkit at the end of the rest, when you would normally spend the Hit Dice, because they can't say for certain [I]when[/I] you actually used the bandages and they don't want to bog the game down with tracking such minutiae during non-action sequences (or so I gather). I'm not comfortable saying that it would be [I]absurd[/I] to apply those bandages over the course of five minutes, earlier in the day, because I don't know enough about medical practice to really have an informed opinion on the matter. If the game designers say it takes 20+ minutes in a safe environment in order to really apply bandages effectively, then I'm in no position to challenge that assertion, and it really seems like it still depends on the degree to which the DM describes the injury at hand. Resource management is a lot of fun to some people, and it's an aspect of the game that isn't really challenged under the default resting paradigm. But the [I]less[/I] frequently you use your cool abilities, the [I]more[/I] awesome they seem when you [I]do[/I] get to use them. Something I miss, in this edition, is playing a wizard and hoarding my spell slots while I carefully plinked away with my darts (or crossbow), until finally the stars align and I get to release the amazing spell that completely turns the tide of battle. [/QUOTE]
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Should short rest be an hour long?
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