sable_twilight
Explorer
Yeah, there are some ideas from some of those threads I am considering as well.If you haven't already, you might want to look at some of these threads; Search results for query: slow healing
Yeah, there are some ideas from some of those threads I am considering as well.If you haven't already, you might want to look at some of these threads; Search results for query: slow healing
Spells which come back on a short rest would still come back on a short restWhat about spells?
Depends on the context. It means that players don't try to rest in situations that are somewhat implausible. It also means that wilderness travel flows better. Players don't blow their best spells if they don't know they will be able to regain them. It also puts a bit of time pressure on urban campaigns. If the PCs know they will lose a whole day, then they're reluctant to put aside the time for a long rest unless they really need to.
It basically increases the range of activities you can use in the game in which a long rest is something the players have to decide to do and weigh up, rather than something which happens.
With short rests I just ditch the whole 1 hour thing. 5 Minutes not in combat with a hard limit per long rest. Making sure there are spots in the game to take an hour breather puts work on me. Why should I do that work if I don't have to?
Oh, I think I misunderstood, you meant interrupted.Do Long Rests still recover all HP and 1/2 Hit Dice?
Since you're already changing the system, I might suggest taking the opportunity to limit how many fights you can have during a Long Rest and still gain the benefit.
Even during a full 8-encounter adventuring day, you're still not engaging in more than an hour of combat and spellcasting.
I missed the Second Wind comment, because it is something to consider.The only thing to consider is how this may influence short rests. If combats tend to be days apart then short rests tend to get taken for granted and certain abilities such as the Fighter's Second Wind become more powerful.
Spells which come back on a short rest would still come back on a short rest
Spells which come back on a long rest come back on a long rest. Parties would have to decide if taking a day off to recover spells is worth it.
It's a lot less fiddly then OAD&D, which had rules for preparing spells which required spell casters spend 15 minutes per level (of spell at levels 1-4, but only if they have had at least 4 hours of sleeps.....). Keeping it to the Long Rest and done keeps it easier and keeps it on par still similar class and archetype abilities.
Yes, I am thinking of keeping short rests the same. Yes, it would definitely shift the power balance between classes.I like the healing overnight being less... but the needing to take the full day off for spells and other daily powers seems a lot more painful than I'd like. Does short rests staying the same nerf some classes relative to others?
Only if it means the ratio changes in practice.I like the healing overnight being less... but the needing to take the full day off for spells and other daily powers seems a lot more painful than I'd like. Does short rests staying the same nerf some classes relative to others?