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Slow Rests: Anyone Tried It?
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<blockquote data-quote="Andor" data-source="post: 6369642" data-attributes="member: 1879"><p>There would be some world building implications.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Andor, post: 6369642, member: 1879"] 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. [/QUOTE]
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