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General Tabletop Discussion
*Dungeons & Dragons
Slow Rests: Anyone Tried It?
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<blockquote data-quote="Remathilis" data-source="post: 6370981" data-attributes="member: 7635"><p>Which isn't what I was talking about. </p><p></p><p>You avoided the rest of my example where I discuss day four of an eight day "adventure/journey" where the group takes a bad turn of dice and ends with two PCs at 0 hp, a blinded, diseased fighter, and no spells of note left beyond cantrips. They are FOUR DAYS away from their goal (and by extension, four more encounters they have to face) and FOUR DAYS away from returning home to long-rest and heal for a week. In the standard healing scenario: if the group feels additional encounters are suicidal, they can retreat and heal at the cost of an extra day of rest. The slow heal group, if they decide to retreat, has 96 hours of road to travel and a week of inactivity to recover. TWO WEEKS later, they can return to the point they were, fully healed. </p><p></p><p>Slow rests also play havoc with spell durations longer than combat. I cited Mage Armor which, in the regular rules, lasts a day (well, 8 hours). In the normal rules, if the group needed to short rest, all it costs the mage is an hour of his mage armor. In slow rests, his spell ends after his short rest and if he wants it again, he has to recast it (out of his non-replenishing spell slots, no less!). The same is true of Faithful Hound, Nondetection, Water Breathing, etc. In the normal rules, you can short rest with these spells and not lose them, in slow rests, you can't. The plus side is that warlocks, with short-rest replenishment and some spells at-will (including mage armor and detect magic) will be INCREDIBLY popular since they can still go nova every day...</p><p></p><p>The same is true of negative conditions; mummy rot causes you to take 3d6 negative hp loss (which lowers your hp maximum) every 24 hours. In the normal rules; a cleric who doesn't have lesser restoration prepared (or lacks the spell slots to cast it) can do so in a night's sleep so that the afflicted PCs takes 3d6 damage from it max. In a slow rest, he takes it four times (12d6) before he even returns to town, which is a death sentence for a 4th level PC (mummies are CR 3). Which is why you can't use CR as a guideline anymore (My suggestion? CR = level -2 and double XP value for creating encounter budgets, unless you want the dead stacked in piles). </p><p></p><p>If all that makes you happy, go for it. I'm not trying to talk you out of it, I'm just trying to point out its not the same as "running a game on half-speed" and will need new-fittings.</p><p></p><p>My suggestion?</p><p>* All all classes to use Arcane Recovery once per short rest. Getting back half your caster-level in spell levels (max 5th) will allow casters to gain back some spell slots each "day", lessening the fear they will have nothing come later battles. </p><p>* Make spells with durations longer than 1 hour "1 day" so that mage armor lasts 8 days instead. </p><p>* Make non-spell abilities that recover with a rest double: a cleric gets 2 channel divinities per short rest, a dragonborn two breath weapons per short rest, and a bard gets double his Charisma modifier in bardic inspiration. </p><p>* PCs recover ALL Hit dice on a long rest.</p><p></p><p>That should give PCs a greater feeling of being able to handle challenges "by the book" without resorting to dice-fudging or TPKs.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6370981, member: 7635"] Which isn't what I was talking about. You avoided the rest of my example where I discuss day four of an eight day "adventure/journey" where the group takes a bad turn of dice and ends with two PCs at 0 hp, a blinded, diseased fighter, and no spells of note left beyond cantrips. They are FOUR DAYS away from their goal (and by extension, four more encounters they have to face) and FOUR DAYS away from returning home to long-rest and heal for a week. In the standard healing scenario: if the group feels additional encounters are suicidal, they can retreat and heal at the cost of an extra day of rest. The slow heal group, if they decide to retreat, has 96 hours of road to travel and a week of inactivity to recover. TWO WEEKS later, they can return to the point they were, fully healed. Slow rests also play havoc with spell durations longer than combat. I cited Mage Armor which, in the regular rules, lasts a day (well, 8 hours). In the normal rules, if the group needed to short rest, all it costs the mage is an hour of his mage armor. In slow rests, his spell ends after his short rest and if he wants it again, he has to recast it (out of his non-replenishing spell slots, no less!). The same is true of Faithful Hound, Nondetection, Water Breathing, etc. In the normal rules, you can short rest with these spells and not lose them, in slow rests, you can't. The plus side is that warlocks, with short-rest replenishment and some spells at-will (including mage armor and detect magic) will be INCREDIBLY popular since they can still go nova every day... The same is true of negative conditions; mummy rot causes you to take 3d6 negative hp loss (which lowers your hp maximum) every 24 hours. In the normal rules; a cleric who doesn't have lesser restoration prepared (or lacks the spell slots to cast it) can do so in a night's sleep so that the afflicted PCs takes 3d6 damage from it max. In a slow rest, he takes it four times (12d6) before he even returns to town, which is a death sentence for a 4th level PC (mummies are CR 3). Which is why you can't use CR as a guideline anymore (My suggestion? CR = level -2 and double XP value for creating encounter budgets, unless you want the dead stacked in piles). If all that makes you happy, go for it. I'm not trying to talk you out of it, I'm just trying to point out its not the same as "running a game on half-speed" and will need new-fittings. My suggestion? * All all classes to use Arcane Recovery once per short rest. Getting back half your caster-level in spell levels (max 5th) will allow casters to gain back some spell slots each "day", lessening the fear they will have nothing come later battles. * Make spells with durations longer than 1 hour "1 day" so that mage armor lasts 8 days instead. * Make non-spell abilities that recover with a rest double: a cleric gets 2 channel divinities per short rest, a dragonborn two breath weapons per short rest, and a bard gets double his Charisma modifier in bardic inspiration. * PCs recover ALL Hit dice on a long rest. That should give PCs a greater feeling of being able to handle challenges "by the book" without resorting to dice-fudging or TPKs. [/QUOTE]
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