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When do you short rest?
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<blockquote data-quote="Sword of Spirit" data-source="post: 9599510" data-attributes="member: 6677017"><p>I'm very conscious of the balance between the various classes dependency on short rests. I've found that the full "adventuring day" only happens in dungeon exploration. It doesn't happen when you end up with one or two random wilderness encounters. It doesn't happen when you are about town. And it certainly isnt happening when you are assaulting a fortress.</p><p></p><p>In the context where it works (your classic D&D dungeon), it seems to work quite well for us. In order to impose some verisimilitude to certain class features I've set a hard limit that a character can only benefit from 4 short rests in a day. I don't like the 2 rest limit that some use, because that's the average the math is based on, and making it the limits means you might regularly undershoot it, but never overshoot, meaning those classes are getting short-changed. I don't think my group has ever got to 4, but we definitely have hit 3 (we have a warlock). In such situations, the short rests per long rest and encounters per day are working as intended.</p><p></p><p>Outside of the adventuring day, balance between classes is typically less important. For instance, during wilderness travel, it's extremely unlikely you will have more than 2 encounters a day, and quite unlikely you'll even have more than 1. So long rest classes can be pretty free with their resources (though my group tends to play cautiously, like they should).</p><p></p><p>When we have a day in town, perhaps with no combat but some opportunities for spellcasting, the warlock can really shine because they can take short rests as the party is strolling around and get plenty of usage for their non-combat spells.</p><p></p><p>In a dungeon assault with back to battles and no time to rest, your classes that don't rely much on rests are going to shine, and long rest classes will likely do well if they know how to properly ration their resources.</p><p></p><p>I like the dynamic of things being balanced in a classic dungeon adventuring day, but classes shining in different ways outside of it.</p><p></p><p>My biggest suggestion to get that feel is just to make sure to include classic dungeons of reasonable size. (My players call them mega-dungeons, but I think their perspective is way off. Forge of Fury or Hidden Shrine of Tamoachan are just substantial dungeons, not mega-dungeons.)</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9599510, member: 6677017"] I'm very conscious of the balance between the various classes dependency on short rests. I've found that the full "adventuring day" only happens in dungeon exploration. It doesn't happen when you end up with one or two random wilderness encounters. It doesn't happen when you are about town. And it certainly isnt happening when you are assaulting a fortress. In the context where it works (your classic D&D dungeon), it seems to work quite well for us. In order to impose some verisimilitude to certain class features I've set a hard limit that a character can only benefit from 4 short rests in a day. I don't like the 2 rest limit that some use, because that's the average the math is based on, and making it the limits means you might regularly undershoot it, but never overshoot, meaning those classes are getting short-changed. I don't think my group has ever got to 4, but we definitely have hit 3 (we have a warlock). In such situations, the short rests per long rest and encounters per day are working as intended. Outside of the adventuring day, balance between classes is typically less important. For instance, during wilderness travel, it's extremely unlikely you will have more than 2 encounters a day, and quite unlikely you'll even have more than 1. So long rest classes can be pretty free with their resources (though my group tends to play cautiously, like they should). When we have a day in town, perhaps with no combat but some opportunities for spellcasting, the warlock can really shine because they can take short rests as the party is strolling around and get plenty of usage for their non-combat spells. In a dungeon assault with back to battles and no time to rest, your classes that don't rely much on rests are going to shine, and long rest classes will likely do well if they know how to properly ration their resources. I like the dynamic of things being balanced in a classic dungeon adventuring day, but classes shining in different ways outside of it. My biggest suggestion to get that feel is just to make sure to include classic dungeons of reasonable size. (My players call them mega-dungeons, but I think their perspective is way off. Forge of Fury or Hidden Shrine of Tamoachan are just substantial dungeons, not mega-dungeons.) [/QUOTE]
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When do you short rest?
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