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[ToA] Hex-crawling and Long Rests
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<blockquote data-quote="DEFCON 1" data-source="post: 7226403" data-attributes="member: 7006"><p>This is a campaign where I think it might be good to do one important change to the game as far as rests are concerned... separate the regaining of spells and features that return on a long rest from the regaining of hit points and hit dice that return on a long rest.</p><p></p><p>This type of campaign will probably ask much of the spellcasting classes to use their "non-combat" spells quite often-- for protection, for searching for threats, for finding sustenance and safety etc. As a result, I personally don't think restricting their regaining of spells after a night's sleep is something I'd want to do. However... I agree with you [mention[CapnZapp[/mention] that in order to make the hexcrawl trekking and exploration into something important and substantial and deadly... the ability to heal wounds should be made more difficult. Especially if you are in the middle of a hot, sweaty, bug-infested, bacteria-filled jungle.</p><p></p><p>Thus, rather than using the same short rest / long rest paradigm for the regaining of hit dice and hit points that we'd use for character features, I might create a parallel "clean rest" / "protective rest" paradigm for regaining health. So in order to spend hit dice to regain hit points, it's not enough to just sit on your ass for one hour... you have to be in safe and clean location where you can be assured of having fresh water to clean wounds and hands, space and time to bind wounds quietly and effectively, dry off or change your sopping wet clothes and allow yourself actual time to rest your muscles-- perhaps even being able and required to <em>take off your armor</em> in order to do so because the heat otherwise wouldn't allow you to cool down. Doing this would actually become an added "encounter" a group would need to look for within any particular hex... finding a cave or clearing in the trees, or whatever place you can find where you can actually clean yourself up and <em>relax</em> for an hour or two. Not just regain your breath-- but RELAX. Because trekking through the infested jungle is different than taking an hour-long "short rest" on a road back home.</p><p></p><p>Then as far as regaining all your hit points and half your hit dice... you need to be able to spend at least 8 hours in a <em>protective</em> place. A place that isn't boiling hot, or that has so much clean water you can drink and drink and drink and not have to parcel out how much you intake like you would if you only had your waterskin. Perhaps you even need a padded bed or floor so that you can actually REST, and not just "sleep". Again, it's being able to relax completely-- both your body and your mind-- for night's good solid comfortable rest. A rest where you aren't on your guard at all times worrying about giant snakes dropping on you from above or checking to make sure insects haven't gotten into your gaping wounds. And usually, this would be either arriving at one of the established forts or camps in the jungle, or finding a deep cave system with fresh water that gets you out from the sun and heat. You find your way there, then at that point you can be allowed to regain all your health and most of your HD.</p><p></p><p>Making this split between character features and character health (and allowing for these rests to not necessarily be on the same timetable) would allow us greater freedom in creating what we feel the various hexes can allow for.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7226403, member: 7006"] This is a campaign where I think it might be good to do one important change to the game as far as rests are concerned... separate the regaining of spells and features that return on a long rest from the regaining of hit points and hit dice that return on a long rest. This type of campaign will probably ask much of the spellcasting classes to use their "non-combat" spells quite often-- for protection, for searching for threats, for finding sustenance and safety etc. As a result, I personally don't think restricting their regaining of spells after a night's sleep is something I'd want to do. However... I agree with you [mention[CapnZapp[/mention] that in order to make the hexcrawl trekking and exploration into something important and substantial and deadly... the ability to heal wounds should be made more difficult. Especially if you are in the middle of a hot, sweaty, bug-infested, bacteria-filled jungle. Thus, rather than using the same short rest / long rest paradigm for the regaining of hit dice and hit points that we'd use for character features, I might create a parallel "clean rest" / "protective rest" paradigm for regaining health. So in order to spend hit dice to regain hit points, it's not enough to just sit on your ass for one hour... you have to be in safe and clean location where you can be assured of having fresh water to clean wounds and hands, space and time to bind wounds quietly and effectively, dry off or change your sopping wet clothes and allow yourself actual time to rest your muscles-- perhaps even being able and required to [I]take off your armor[/I] in order to do so because the heat otherwise wouldn't allow you to cool down. Doing this would actually become an added "encounter" a group would need to look for within any particular hex... finding a cave or clearing in the trees, or whatever place you can find where you can actually clean yourself up and [I]relax[/I] for an hour or two. Not just regain your breath-- but RELAX. Because trekking through the infested jungle is different than taking an hour-long "short rest" on a road back home. Then as far as regaining all your hit points and half your hit dice... you need to be able to spend at least 8 hours in a [I]protective[/I] place. A place that isn't boiling hot, or that has so much clean water you can drink and drink and drink and not have to parcel out how much you intake like you would if you only had your waterskin. Perhaps you even need a padded bed or floor so that you can actually REST, and not just "sleep". Again, it's being able to relax completely-- both your body and your mind-- for night's good solid comfortable rest. A rest where you aren't on your guard at all times worrying about giant snakes dropping on you from above or checking to make sure insects haven't gotten into your gaping wounds. And usually, this would be either arriving at one of the established forts or camps in the jungle, or finding a deep cave system with fresh water that gets you out from the sun and heat. You find your way there, then at that point you can be allowed to regain all your health and most of your HD. Making this split between character features and character health (and allowing for these rests to not necessarily be on the same timetable) would allow us greater freedom in creating what we feel the various hexes can allow for. [/QUOTE]
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