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General Tabletop Discussion
*Dungeons & Dragons
Slow Natural Healing: is it the best official rule for both Wilderness and Dungeon campaigns?
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<blockquote data-quote="Stormonu" data-source="post: 9144023" data-attributes="member: 52734"><p>I think the resting/recuperating rules should be flexible to the level of activity. Allowing quicker long rests in dungeons or other "highly active" locations should work using the normal rest rules. Overland or long down times might instead using resting rules where a "Long Rest" might happen after a week and a "short rest" might indicate a single night's rest. This lets the DM control the pace of the action and refresh rate of abilities. As long as the changes are communicated, I can't see it being a problem.</p><p></p><p>For example, the party might be on an overland journey to an important location, which will take 9 days. Each day of travel, the DM can choose to throw 0, 1 or more encounters at the PC. At the end of each day, the characters can take a short rest to recover some abilities, hp or the like. At each end of the week (7th day), and again the night before entering the location (9th day), when the party rests they receive the benefit of a long rest. Whilst exploring the location, the DM might allow short rests to take an hour, and if the party beds down for the night in safe spot while still exploring the location, that might allow for a long rest. Once the party completes its mission and makes the return trip, short rests change back to the nightly model and long rest at the end of the week or upon returning back home.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9144023, member: 52734"] I think the resting/recuperating rules should be flexible to the level of activity. Allowing quicker long rests in dungeons or other "highly active" locations should work using the normal rest rules. Overland or long down times might instead using resting rules where a "Long Rest" might happen after a week and a "short rest" might indicate a single night's rest. This lets the DM control the pace of the action and refresh rate of abilities. As long as the changes are communicated, I can't see it being a problem. For example, the party might be on an overland journey to an important location, which will take 9 days. Each day of travel, the DM can choose to throw 0, 1 or more encounters at the PC. At the end of each day, the characters can take a short rest to recover some abilities, hp or the like. At each end of the week (7th day), and again the night before entering the location (9th day), when the party rests they receive the benefit of a long rest. Whilst exploring the location, the DM might allow short rests to take an hour, and if the party beds down for the night in safe spot while still exploring the location, that might allow for a long rest. Once the party completes its mission and makes the return trip, short rests change back to the nightly model and long rest at the end of the week or upon returning back home. [/QUOTE]
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Slow Natural Healing: is it the best official rule for both Wilderness and Dungeon campaigns?
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