What effect has this had on gameplay?My only big one is 1 week long rests.
What effect has this had on gameplay?
We tend to get more like 6-8 encounters per long rest, possibly over 2-3 sessions, rather than just 1-3 encounters per day. It runs closer to what the DMG says is expected.
[MENTION=20564]Blue[/MENTION] hints at it, but I'm not really following what is meant by the "artificial time limits". Unless that is code for "squeezing in encounters in an adventuring day just b/c the DM feels it's necessary to meet the 6-8 encounter quota".Rest variant (DMG) - short rests are overnight, long rests are a week. With the caveat that you can occasionally get a long rest sooner - for example at a sanctuary like Elrond's Last Homely Home where you are completely safe and well treated (food, care, etc.) This is to allow me more control over encounter pacing without having to put in artificial time limits on everything, in a non-dungeon crawl type of game.
# resting doesn't give any hit points back. It gives all your HD backI am curious how folks go about changing 5E to suit their personal tastes. What optional rules do you use? What "dials" and "switches" do you incorporate to change the the way the game plays or feels? What rules do you toss out completely, change or double down on.
I'm no so interested in major overhauls of the 5E core assumptions or systems. Rather I am curious how those that have a problem here or there with 5E, or prefer a certain playstyle that isn't quite supported, make 5E work for them.
Thanks.
Still unclear why...
Does it just feel more natural for your campaign to spread encounters out over an adventuring week rather that in one adventuring day?
We've not had any issue fitting in 6-8 encounters (or more... or less... nor really wedded to the 6-8 "requirement") in an adventuring day. That adventuring day can take as many sessions as necessary.
[MENTION=20564]Blue[/MENTION] hints at it, but I'm not really following what is meant by the "artificial time limits". Unless that is code for "squeezing in encounters in an adventuring day just b/c the DM feels it's necessary to meet the 6-8 encounter quota".
Anyway, just curious why people like this long rest variant. No one has mentioned the Gritty Realism of the DMG (p 267) as their reason for employing it. What might I be missing?
Do you use a lot of traditional D&D dungeons or other adventure environments that have a high monster density? Some people (myself included) regard those as artificial.We've not had any issue fitting in 6-8 encounters (or more... or less... nor really wedded to the 6-8 "requirement") in an adventuring day.
Anyway, just curious why people like this long rest variant. No one has mentioned the Gritty Realism of the DMG (p 267) as their reason for employing it. What might I be missing?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.