Moorcrys
Explorer
I allow quicker short rests if the players are in a place where they can/choose to completely drop their guard, such as in the extra-dimensional space of a rope trick spell. Basically if they're willing to spend a resource to rest in safety I let them rest quickly. If they're not using magic like rope trick or 'completely drop their guard' to rest in a place they think is safe but it isn't, they're surprised for round 1 and at disadvantage for round 2 while the threat gets the drop on them.
Since the rules seem to be balanced off the idea that certain classes should get 2 short rests per day, I'm lenient with when they can use them and how long they are, but also rule that characters can't benefit from more than 2 before needing a long rest recover except under special circumstances (such as encountering a magical pool that refreshes characters or some other bennie they run across).
Since the rules seem to be balanced off the idea that certain classes should get 2 short rests per day, I'm lenient with when they can use them and how long they are, but also rule that characters can't benefit from more than 2 before needing a long rest recover except under special circumstances (such as encountering a magical pool that refreshes characters or some other bennie they run across).