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General Tabletop Discussion
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Slow Natural Healing in actual play
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<blockquote data-quote="schnee" data-source="post: 7324822" data-attributes="member: 16728"><p>In our group, we basically say this:</p><p></p><p>We enforce 6-8 encounters per Long Rest, and 2 Short Rests in between. </p><p></p><p>It's not possible to get all of those in during a single gaming session (or even game day) the way we play, so we carry the number of encounters over from session to session until we've reached those 6-8 before we allow a Long Rest. So, an overnight rest isn't a Long Rest until they've had those number of encounters (balanced for difficulty, of course).</p><p></p><p>We basically hand-wave the justification with a bit of fluff like "if you're in a situation where you must post overnight watch, like in wilderness or a dungeon, it's not always possible to feel safe or relaxed enough to get the full benefits of a Long Rest. So, sleeping overnight is necessary but not always as recuperative as it is in a town or other secure location."</p><p></p><p>The overnight rest is basically a Short Rest. They don't recover Hit Dice, Hit Points, levels of Exhaustion, or Spell Slots. The only difference from a short rest is spellcasters can change up their Spells Prepared at dawn (or whenever their chosen time is).</p><p></p><p>So far, that's upped the level of stress, spell conservation, and strategy in the party considerably. We're all really careful, and players are trying all sorts of more clever, strategic methods of dealing with things - and the skill players are getting a lot more focus and time to shine.</p></blockquote><p></p>
[QUOTE="schnee, post: 7324822, member: 16728"] In our group, we basically say this: We enforce 6-8 encounters per Long Rest, and 2 Short Rests in between. It's not possible to get all of those in during a single gaming session (or even game day) the way we play, so we carry the number of encounters over from session to session until we've reached those 6-8 before we allow a Long Rest. So, an overnight rest isn't a Long Rest until they've had those number of encounters (balanced for difficulty, of course). We basically hand-wave the justification with a bit of fluff like "if you're in a situation where you must post overnight watch, like in wilderness or a dungeon, it's not always possible to feel safe or relaxed enough to get the full benefits of a Long Rest. So, sleeping overnight is necessary but not always as recuperative as it is in a town or other secure location." The overnight rest is basically a Short Rest. They don't recover Hit Dice, Hit Points, levels of Exhaustion, or Spell Slots. The only difference from a short rest is spellcasters can change up their Spells Prepared at dawn (or whenever their chosen time is). So far, that's upped the level of stress, spell conservation, and strategy in the party considerably. We're all really careful, and players are trying all sorts of more clever, strategic methods of dealing with things - and the skill players are getting a lot more focus and time to shine. [/QUOTE]
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