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[ToA] Hex-crawling and Long Rests
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<blockquote data-quote="bleezy" data-source="post: 7226421" data-attributes="member: 6778458"><p>My group has been using a pretty cool resting system for the last few campaigns, and it works *much* better than the slow resting system described in the DMG. There are only a few rules:</p><p></p><p>1. You do not recover hit dice when you long rest.</p><p>2. You must spend a minimum of 1 hit die to gain any benefit from a short rest.</p><p>3. You must spend 1 hit die to gain any benefit from a long rest. (doing so gives you the full benefit of a long rest- you recover all your HP, spells, abilities, etc.)</p><p>4. You can recover hit dice only through downtime. It takes one downtime day to recover a hit die. This can generally only be done in a settlement.</p><p>5. With a DC 15 Wisdom (Survival) check, a character can spend one downtime day setting up a camp to allow others to recover hit die. This check can be DC 10 or DC 20+ depending on the terrain, it might also take more than one day.</p><p>6. If you level up, you replenish a hit die.</p><p></p><p>In practice this gives each PC an 'adventuring range' equal to his/her level. For example, a level 5 party might set out for Omu from Port Nyanzaru, fully rested. They might spend 1 HD on their journey to Omu, leaving them with 4 HD for short/long rests in the city and its dungeons. A lower level party would presumably need to rest more in the wilderness and so would be more exhausted upon arrival in the lost city.</p><p></p><p>The advantages of this system over the slow resting system in the DMG are quite substantial:</p><p>1. You don't have to worry about inappropriate spell durations, magic item recharge rates, etc., etc.</p><p>2. You can use the same resting system for city, wilderness, and dungeon adventures. Players aren't forced to undertake two weeks of wilderness encounters and a whole dungeon's worth of combat in a single rest.</p><p>3. The slow resting rule in the DMG is *enormously* biased towards short-rest classes. You might easily have 10 or more short rests per long rest.</p><p>4. You can use the time scales of WotC's published adventures. The PCs will be a bit slower, but not 7 times slower. Published adventures generally need substantial reworking of events to fit with the DMG slow resting variant.</p><p></p><p>In defense of the OP, you don't need to play ToA to realize that 5e doesn't support cross-country treks out of the box. If you have a campaign where the PCs will travel overland for weeks and have 0-2 combat encounters per day, those encounters will never tax them unless each encounter is a deadly threat. It's often impossible to make wilderness encounters this deadly (for reasons of verisimilitude), so one cannot have a LotR-style game without modifying the rest rules somewhat. I haven't played ToA either, but I've played 5e campaigns similar enough to realize that the jungle won't work as an adventure location as written. In fact in my very first 5e campaign we tried playing with no house rules, then we tried the slow resting variant in the DMG, then we began to experiment with resting house rules. This was only needed because, as I say, it was a LotR-style cross-country exploration campaign.</p></blockquote><p></p>
[QUOTE="bleezy, post: 7226421, member: 6778458"] My group has been using a pretty cool resting system for the last few campaigns, and it works *much* better than the slow resting system described in the DMG. There are only a few rules: 1. You do not recover hit dice when you long rest. 2. You must spend a minimum of 1 hit die to gain any benefit from a short rest. 3. You must spend 1 hit die to gain any benefit from a long rest. (doing so gives you the full benefit of a long rest- you recover all your HP, spells, abilities, etc.) 4. You can recover hit dice only through downtime. It takes one downtime day to recover a hit die. This can generally only be done in a settlement. 5. With a DC 15 Wisdom (Survival) check, a character can spend one downtime day setting up a camp to allow others to recover hit die. This check can be DC 10 or DC 20+ depending on the terrain, it might also take more than one day. 6. If you level up, you replenish a hit die. In practice this gives each PC an 'adventuring range' equal to his/her level. For example, a level 5 party might set out for Omu from Port Nyanzaru, fully rested. They might spend 1 HD on their journey to Omu, leaving them with 4 HD for short/long rests in the city and its dungeons. A lower level party would presumably need to rest more in the wilderness and so would be more exhausted upon arrival in the lost city. The advantages of this system over the slow resting system in the DMG are quite substantial: 1. You don't have to worry about inappropriate spell durations, magic item recharge rates, etc., etc. 2. You can use the same resting system for city, wilderness, and dungeon adventures. Players aren't forced to undertake two weeks of wilderness encounters and a whole dungeon's worth of combat in a single rest. 3. The slow resting rule in the DMG is *enormously* biased towards short-rest classes. You might easily have 10 or more short rests per long rest. 4. You can use the time scales of WotC's published adventures. The PCs will be a bit slower, but not 7 times slower. Published adventures generally need substantial reworking of events to fit with the DMG slow resting variant. In defense of the OP, you don't need to play ToA to realize that 5e doesn't support cross-country treks out of the box. If you have a campaign where the PCs will travel overland for weeks and have 0-2 combat encounters per day, those encounters will never tax them unless each encounter is a deadly threat. It's often impossible to make wilderness encounters this deadly (for reasons of verisimilitude), so one cannot have a LotR-style game without modifying the rest rules somewhat. I haven't played ToA either, but I've played 5e campaigns similar enough to realize that the jungle won't work as an adventure location as written. In fact in my very first 5e campaign we tried playing with no house rules, then we tried the slow resting variant in the DMG, then we began to experiment with resting house rules. This was only needed because, as I say, it was a LotR-style cross-country exploration campaign. [/QUOTE]
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