Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yaarel" data-source="post: 8542788" data-attributes="member: 58172"><p>What is your own ideal rest mechanic that you use or want to use for the game.</p><p></p><p></p><p>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:</p><p></p><p><strong>Long Rest</strong> − <em>3 encounters</em> − <strong>Short Rest</strong> − <em>2 encounters</em> − <strong>Short Rest</strong> − <em>2 encounters</em> − <strong>Long Rest</strong></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>For much of the adventure, especially levels 5 to 8, also 9 to 12, there work out to be 2 long rests per level.</p><p></p><p></p><p></p><p>The difficulties with the rest mechanic include:</p><p></p><p>Story Setting</p><p>• Some stories make combat less frequent, such as a well-policed urban environment or seafaring ship, one combat between long rests.</p><p>• Some stories make combat more frequent, making a 1-hour rest implausible.</p><p></p><p>Story Mood</p><p>• "Gritty" stories portray fragile and weary heroes, making an 8-hour full refresh feel too vibrant. Here prefers 7 days of relaxation or similar.</p><p>• "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.</p><p></p><p>Gaming Balance</p><p>• Some classes depend more on long rest refresh (Wizard) and some depend more on short rest (Warlock), so straying from standard affects balance.</p><p></p><p>New Mechanic: Proficiency Times Per Long Rest</p><p>• Most editions of D&D relied on the 8 hour or week long refresh long rest. 5e short rests are new.</p><p>• 4e per-encounter powers translated into 5e as per-short-rest.</p><p>• The short rest seems to be the most difficult regulate routinely if story makes the standard schedule less plausible.</p><p>• Designers recently employ the proficiency times per long rest mechanic, where one might expect a short rest.</p><p>• A hero can do the feature a number of times equal to the current proficiency bonus. This number increases while advancing in levels.</p><p>• Perhaps the designers are phasing out short rests.</p><p>• 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.</p><p></p><p></p><p></p><p>The above is many of the considerations. What is your ideal rest mechanic?</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8542788, member: 58172"] 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: [B]Long Rest[/B] − [I]3 encounters[/I] − [B]Short Rest[/B] − [I]2 encounters[/I] − [B]Short Rest[/B] − [I]2 encounters[/I] − [B]Long Rest[/B] 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? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What would your ideal rest mechanic look like?
Top