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When do you short rest?
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<blockquote data-quote="DEFCON 1" data-source="post: 9598631" data-attributes="member: 7006"><p>I've done 10 minute short rests in the past, that way they match up to rituals and (for my games) the searching of rooms. So while casters work their rituals or the observational members look for secret doors, traps, or items... the rest of the group can rest and regain hit points and the like rather than just twiddling their thumbs.</p><p></p><p>The one advantage of the hour-long rest though is that it does make the game deadlier (if that is of interest to a DM and table). 5/10 minute short rest and everyone is spending HD after fights to top themselves off. Hour-long short rests means the table has to be choosey when they think they can regain HP, and thus sometimes have to go into battle at mid-strength or even less. But the 5E24 game does mitigate things slightly for those classes that regain abilities on short rests by having methods of regaining class features after short 1-10 breaks (usually once per long rest) rather than having to always rely on the hour-long short rest.</p><p></p><p>That's really the biggest thing one has to figure out at their table and the Rest mechanic (short and long)... the regaining of class features versus the spending of hit dice to heal (or even the full regain of HP). Having them both on the same time cycle can make for some bigger issues, so many tables will split them up-- regaining class features / spell slots might be on one length for rests, but the full regain of HP and HD might be on another (for those who want more "gritty" combat and recovery.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9598631, member: 7006"] I've done 10 minute short rests in the past, that way they match up to rituals and (for my games) the searching of rooms. So while casters work their rituals or the observational members look for secret doors, traps, or items... the rest of the group can rest and regain hit points and the like rather than just twiddling their thumbs. The one advantage of the hour-long rest though is that it does make the game deadlier (if that is of interest to a DM and table). 5/10 minute short rest and everyone is spending HD after fights to top themselves off. Hour-long short rests means the table has to be choosey when they think they can regain HP, and thus sometimes have to go into battle at mid-strength or even less. But the 5E24 game does mitigate things slightly for those classes that regain abilities on short rests by having methods of regaining class features after short 1-10 breaks (usually once per long rest) rather than having to always rely on the hour-long short rest. That's really the biggest thing one has to figure out at their table and the Rest mechanic (short and long)... the regaining of class features versus the spending of hit dice to heal (or even the full regain of HP). Having them both on the same time cycle can make for some bigger issues, so many tables will split them up-- regaining class features / spell slots might be on one length for rests, but the full regain of HP and HD might be on another (for those who want more "gritty" combat and recovery.) [/QUOTE]
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When do you short rest?
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