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D&D Older Editions, OSR, & D&D Variants
Standing Guard in 4e...no rest for you?
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<blockquote data-quote="IceFractal" data-source="post: 4178299" data-attributes="member: 27704"><p>It wasn't really necessary to have the casters sleep through attacks in 3E - if your rest got interrupted, it wasn't ruined, you just needed an extra hour for each interruption.</p><p></p><p>Which is probably how I'd run it in 4E as well:</p><p>* Restful activities (not requiring exertion or alertness) count as rest.</p><p>* Activities requiring alertness don't count as rest, but they don't penalize it either. So, 2 hours sleep/2 hours watch/4 hours sleep counts as 6 hours of rest.</p><p>* Activities requiring exertion, like fighting, interrupt rest, but don't ruin it. For each interruption, you need an extra hour of rest. </p><p>* You get all your resources back at once when rest is complete, to keep things simple.</p><p></p><p></p><p>Incidentally, I'm not convinced that "one extended rest per day" is a good thing. Sure, nobody wants the 15-minute day. But it isn't always preventable. Sometimes the players might just roll really badly, and after just one or two encounters be so drained that they need to rest before going on. And I'm not talking about the players wanting to "nova" every battle - even the most resource-conserving party can find themselves in this situation.</p><p></p><p>In those cases, I'd rather have them rest for six hours, than sit around twiddling their thumbs for 17 hours and then rest for six hours. Making the extended rest once per day won't stop people from resting when they need to, it'll just make that rest take much longer in-game.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 4178299, member: 27704"] It wasn't really necessary to have the casters sleep through attacks in 3E - if your rest got interrupted, it wasn't ruined, you just needed an extra hour for each interruption. Which is probably how I'd run it in 4E as well: * Restful activities (not requiring exertion or alertness) count as rest. * Activities requiring alertness don't count as rest, but they don't penalize it either. So, 2 hours sleep/2 hours watch/4 hours sleep counts as 6 hours of rest. * Activities requiring exertion, like fighting, interrupt rest, but don't ruin it. For each interruption, you need an extra hour of rest. * You get all your resources back at once when rest is complete, to keep things simple. Incidentally, I'm not convinced that "one extended rest per day" is a good thing. Sure, nobody wants the 15-minute day. But it isn't always preventable. Sometimes the players might just roll really badly, and after just one or two encounters be so drained that they need to rest before going on. And I'm not talking about the players wanting to "nova" every battle - even the most resource-conserving party can find themselves in this situation. In those cases, I'd rather have them rest for six hours, than sit around twiddling their thumbs for 17 hours and then rest for six hours. Making the extended rest once per day won't stop people from resting when they need to, it'll just make that rest take much longer in-game. [/QUOTE]
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Standing Guard in 4e...no rest for you?
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