Yaarel
🇮🇱 🇺🇦 He-Mage
What is your own ideal rest mechanic that you use or want to use for the game.
In 5e, per day, the standard rest mechanic assumes about 6 to 8 encounters until the next 8-hour long rest. In addition, there are perhaps two 1-hour short rests, between these per-day combat encounters. So the standard schedule tends to approximate something like:
Long Rest − 3 encounters − Short Rest − 2 encounters − Short Rest − 2 encounters − Long Rest
This standard schedule seems to happen less frequently than intended because the same hostile environment that fills a single day with about seven combat encounters is the same hostile environment that makes full 1-hour short rests less obtainable.
Nevertheless, many adventure stories take place in a hostile environment, such as an underground dungeon crawl, and the schedule where each night is a long rest and a short rest is an emergency triage, seems adequate for many gaming tables, at least upto around level 12.
For much of the adventure, especially levels 5 to 8, also 9 to 12, there work out to be 2 long rests per level.
The difficulties with the rest mechanic include:
Story Setting
• Some stories make combat less frequent, such as a well-policed urban environment or seafaring ship, one combat between long rests.
• Some stories make combat more frequent, making a 1-hour rest implausible.
Story Mood
• "Gritty" stories portray fragile and weary heroes, making an 8-hour full refresh feel too vibrant. Here prefers 7 days of relaxation or similar.
• "Heroic" stories portray action heroes, full of urgency and power, making a 1-hour short boost obstructive. Here prefers a 15-minute break, 10, or 5.
Gaming Balance
• Some classes depend more on long rest refresh (Wizard) and some depend more on short rest (Warlock), so straying from standard affects balance.
New Mechanic: Proficiency Times Per Long Rest
• Most editions of D&D relied on the 8 hour or week long refresh long rest. 5e short rests are new.
• 4e per-encounter powers translated into 5e as per-short-rest.
• The short rest seems to be the most difficult regulate routinely if story makes the standard schedule less plausible.
• Designers recently employ the proficiency times per long rest mechanic, where one might expect a short rest.
• A hero can do the feature a number of times equal to the current proficiency bonus. This number increases while advancing in levels.
• Perhaps the designers are phasing out short rests.
• If short rests disappear, the amount of time for a long rest becomes easier to "dial", while the proficiency times per long rest regulate accordingly.
The above is many of the considerations. What is your ideal rest mechanic?
In 5e, per day, the standard rest mechanic assumes about 6 to 8 encounters until the next 8-hour long rest. In addition, there are perhaps two 1-hour short rests, between these per-day combat encounters. So the standard schedule tends to approximate something like:
Long Rest − 3 encounters − Short Rest − 2 encounters − Short Rest − 2 encounters − Long Rest
This standard schedule seems to happen less frequently than intended because the same hostile environment that fills a single day with about seven combat encounters is the same hostile environment that makes full 1-hour short rests less obtainable.
Nevertheless, many adventure stories take place in a hostile environment, such as an underground dungeon crawl, and the schedule where each night is a long rest and a short rest is an emergency triage, seems adequate for many gaming tables, at least upto around level 12.
For much of the adventure, especially levels 5 to 8, also 9 to 12, there work out to be 2 long rests per level.
The difficulties with the rest mechanic include:
Story Setting
• Some stories make combat less frequent, such as a well-policed urban environment or seafaring ship, one combat between long rests.
• Some stories make combat more frequent, making a 1-hour rest implausible.
Story Mood
• "Gritty" stories portray fragile and weary heroes, making an 8-hour full refresh feel too vibrant. Here prefers 7 days of relaxation or similar.
• "Heroic" stories portray action heroes, full of urgency and power, making a 1-hour short boost obstructive. Here prefers a 15-minute break, 10, or 5.
Gaming Balance
• Some classes depend more on long rest refresh (Wizard) and some depend more on short rest (Warlock), so straying from standard affects balance.
New Mechanic: Proficiency Times Per Long Rest
• Most editions of D&D relied on the 8 hour or week long refresh long rest. 5e short rests are new.
• 4e per-encounter powers translated into 5e as per-short-rest.
• The short rest seems to be the most difficult regulate routinely if story makes the standard schedule less plausible.
• Designers recently employ the proficiency times per long rest mechanic, where one might expect a short rest.
• A hero can do the feature a number of times equal to the current proficiency bonus. This number increases while advancing in levels.
• Perhaps the designers are phasing out short rests.
• If short rests disappear, the amount of time for a long rest becomes easier to "dial", while the proficiency times per long rest regulate accordingly.
The above is many of the considerations. What is your ideal rest mechanic?