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D&D 5E Slow Rests: Anyone Tried It?

If you're looking in that direction, just make short rests 10 minutes. And then call all of your 10 minute blocks "turns".

Thaumaturge.
Since "turn" is a mechanical term in 5E already (referring to a particular combatant's movement-plus-action chunk of a round), that could get really confusing.
 

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I'm ashamed of myself that I missed the potential for history there.

Don't be too hard on yourself. I only thought of it because I'm running a 5e conversion of the original Ruins of Undermountain, so turns are very much on my mind.

Since "turn" is a mechanical term in 5E already (referring to a particular combatant's movement-plus-action chunk of a round), that could get really confusing.

It can get confusing upon occasion, but, like most things, context makes the meaning clear more often than not. If a player says "on my turn I'll cast cure wounds", I'm pretty sure he doesn't mean he wants to wait 10 minutes while the gelatinous cube feasts on his companion. Pretty sure.

Thaumaturge.
 

There would be some world building implications.

Any non-ritual spell should cost much more to hire someone to cast, since the NPCs have essentially had all their spell slots divided by ( 1 day / Long Rest Time ). So your Long Rest multiplier should also apply to spell prices.

Magical healing, and by extension disease control, will be weaker at the meta level in any community because their ability to keep up with any disease outbreak by magical cures will be crippled.

Set encounters become much more difficult. If you only do overland travel I suppose that's not a problem, although I've never seen a game that was exclusively travel.

NPCs will know this. If your group raises the ire of the theives guild they will be fully aware that they can exhaust the Wizards and Clerics with waves attacks at a tempo that prevents resting for multiple days.
 

Right now what I think I'm looking for is FASTER short rests, and slower long rests.

I'm fine with players using hit dice as long as it's hard to get them back, that doesn't hurt my immersion. I dont' think a 4e 5 minute short rest is the sweet spot, 15 might be where I'm looking.

That's what I'm leaning towards: Short rests are 10 minutes (long enough that you need to take them at a safe interlude). Long rests are 5 days in a secure location, or 8 days in the wilderness. Short rests can be taken once every 24 hours. So the adventure tempo might look something like this:

Encounter -> Encounter ->
Short Rest ->
Encounter -> Encounter ->
Sleep in the rough ->
Encounter ->
Short Rest ->
Encounter -> Encounter -->
Long Rest back in town.

That's roughly 2-3 encounters between short rests, and a long rest after 6-8 encounters. 6-8 encounters is enough to clear a small dungeon adventure site, or handle the wilderness encounters on a long journey, or handle half the encounters in a large dungeon level. So players should expect that tackling a large, two-level dungeon might take a month in game-world time. Which feels about right for what I'm trying to achieve (more of a multi-year exploration and tomb robbing campaign than save the world in 80s days).

Also, with long rests as 5 days is a secure location, that's a tidy two long rests to the 10 day period 5E is using for downtime activities.
 

Any non-ritual spell should cost much more to hire someone to cast, since the NPCs have essentially had all their spell slots divided by ( 1 day / Long Rest Time ). So your Long Rest multiplier should also apply to spell prices.
Good observation. I'll be adding this, although maybe not on a 1:1 basis.

Magical healing, and by extension disease control, will be weaker at the meta level in any community because their ability to keep up with any disease outbreak by magical cures will be crippled.
I always assume things like disease outbreaks are handled by Plot Macguffin, MD.

Set encounters become much more difficult. If you only do overland travel I suppose that's not a problem, although I've never seen a game that was exclusively travel.
My games are mostly travel. Once they get to where they're going, there's usually no more than 1 or 2 encounters.

NPCs will know this. If your group raises the ire of the theives guild they will be fully aware that they can exhaust the Wizards and Clerics with waves attacks at a tempo that prevents resting for multiple days.
That would seem to give incentive to Wizards and Clerics to hire guards, or have powerful friends, or create a golem or something. Seems like a win to me.
 

Heres some ideas on healing that I use in my game and it runs well.

Medicine check

First aid kit costs 25 gold .10 uses - contains basic sterilizers and first aid supplys

Post battle first aid. Takes 5 min and uses one use
DC 10 heals 1 hp. DC 15 Heals 2 hp DC 20, 4 A natural 20 heals 1/4 of what was lost in the fight.
One cannot be healed of more that was lost of course.

Short rest. One per day Max.

Overnight healing heals 1 hp per level + con bonus or 2 per level + con bonus on a DC 10 medicine check.
Or 1/4 or HP which ever is more. The Short rest may be added if one was not taken today.

If you go into negatives you suffer for levels of exhaustion depending on how far down you went.
Max is equal to minus your Con score.

This exhaustion can only be healed by total bedrest or very powerful magic ( HEAL etc )

This is how we play. It sure makes for an exiting game. I never liked the PC going to Minus 10 only to be healed and up swinging one minute later. I feel it makes it too much like a video game.
 

Any non-ritual spell should cost much more to hire someone to cast, since the NPCs have essentially had all their spell slots divided by ( 1 day / Long Rest Time ). So your Long Rest multiplier should also apply to spell prices.
Presumably spell casting prices have been set at a given level for metagame reasons (how easy to we want this to be for players to access), not based on a complex model of supply, demand and market constraints within the imagined fantasy world.

Unless the metagame reasons change, I don't think the casting prices need to.
 

Presumably spell casting prices have been set at a given level for metagame reasons (how easy to we want this to be for players to access), not based on a complex model of supply, demand and market constraints within the imagined fantasy world.

Unless the metagame reasons change, I don't think the casting prices need to.

Considering that just about the only reason to spend money in 5e is to buy spells and healing potions - I suspect that the distribution of treasure will, ultimately, wind up being about how long the party should adventure to earn a Raise Dead spell.
 

Considering that just about the only reason to spend money in 5e is to buy spells and healing potions - I suspect that the distribution of treasure will, ultimately, wind up being about how long the party should adventure to earn a Raise Dead spell.
That sounds plausible. And I think means you're mostly agreeing with my post.
 


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