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Why sleeping shouldn't be a long rest
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<blockquote data-quote="Bacon Bits" data-source="post: 7910905" data-attributes="member: 6777737"><p>I have a rough write-up for rules for a 3 rest structure.</p><p></p><p>Short rests as-is. This can't be changed without altering class features, IMO.</p><p></p><p>Long rests work as is, but require more time (I haven't decided how long... 20 to 40 hours, probably). Additionally, in order to take a long rest, characters require a hospitable environment and abundant stores: quality food; ample drink; clean, dry, and warm shelter and bedding; safety from attack, etc. Generally speaking, characters require access to the comforts of an inn or tavern which can support at least Modest lifestyle to long rest. Trail rations and a bedroll will not serve. The exception to this rule is that a character living in their own or a party member’s well-established residence (e.g., a cabin they grew up in, a room in a boarding house they’ve owned for several months, a hideout they’ve carefully stocked and spent weeks living in, etc.) can always long rest regardless of lifestyle expenses. The food and drink from a heroes’ feast or Mordenkainen’s magnificant mansion are sufficient to meet the requirements of food and drink, but goodberry and create food and water are not. The environment of a Mordenkainen’s magnificant mansion is sufficient to meet the requirements for safety, warmth, cleanliness, and comfort, but Leomund’s tiny hut and rope trick are not. Further, any location which the DM determines is suitable for extended downtime is automatically suitable for a long rest. The intent is that characters should be in a friendly settlement in order to long rest, though high level or well-prepared characters may find alternatives.</p><p></p><p>Medium rests take 8 hours, are limited to once per day, and have similar activity restrictions like core long rests. At the end of a medium rest you regain all HP, recover any abilities you would recover after a short rest, and then you regain two Hit Dice. You may also spend one or more Hit Die, removing one effect or status normally cured at the end of a Long Rest for each Hit Die spent (e.g., exhaustion, hit point maximum reduction). Next, you may spend one or more Hit Die to recover an ability you normally recover at the end of a long rest. Thus, a Barbarian could spend a Hit Die to recover all uses of Rage, or a Druid could recover all uses of Wild Shape. You cannot recover the same ability more than once in this way.</p><p></p><p>If you choose to recover Spellcasting, you only recover a limited number of spell slots. For Bards, Clerics, Druids, Sorcerers, and Wizards, the spell slots can have a combined level that is equal to or less than half your class level (rounded up), and none of the slots can be 6th level or higher. For Paladins and Rangers, the spell slots can have a combined level that is equal to or less than a quarter of your class level (rounded up). For Eldritch Knights and Arcane Tricksters, the spell slots can have a combined level that is equal to or less than a sixth of your class level (rounded up), and none of the slots can be 6th level or higher. You cannot spend more than one Hit Die to recover Spellcasting more than once, but a Wizard could spend a Hit Die to recover Spellcasting, and another Hit Die to recover Arcane Recovery.</p><p></p><p>There are other minor adjustments to make. For example, Mordenkainen's Magnificent Mansion should always have a duration equal or longer than a long rest because it's a 7th level spell and all it does is provide a way to long rest. In general, I'm happy with the basic design. Spellcasting recovery is a bit wonky, particularly with Multiclassing, and I'm considering changing it to just recover one spell slot of each spell level you have up to 5th level just to make it simpler.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7910905, member: 6777737"] I have a rough write-up for rules for a 3 rest structure. Short rests as-is. This can't be changed without altering class features, IMO. Long rests work as is, but require more time (I haven't decided how long... 20 to 40 hours, probably). Additionally, in order to take a long rest, characters require a hospitable environment and abundant stores: quality food; ample drink; clean, dry, and warm shelter and bedding; safety from attack, etc. Generally speaking, characters require access to the comforts of an inn or tavern which can support at least Modest lifestyle to long rest. Trail rations and a bedroll will not serve. The exception to this rule is that a character living in their own or a party member’s well-established residence (e.g., a cabin they grew up in, a room in a boarding house they’ve owned for several months, a hideout they’ve carefully stocked and spent weeks living in, etc.) can always long rest regardless of lifestyle expenses. The food and drink from a heroes’ feast or Mordenkainen’s magnificant mansion are sufficient to meet the requirements of food and drink, but goodberry and create food and water are not. The environment of a Mordenkainen’s magnificant mansion is sufficient to meet the requirements for safety, warmth, cleanliness, and comfort, but Leomund’s tiny hut and rope trick are not. Further, any location which the DM determines is suitable for extended downtime is automatically suitable for a long rest. The intent is that characters should be in a friendly settlement in order to long rest, though high level or well-prepared characters may find alternatives. Medium rests take 8 hours, are limited to once per day, and have similar activity restrictions like core long rests. At the end of a medium rest you regain all HP, recover any abilities you would recover after a short rest, and then you regain two Hit Dice. You may also spend one or more Hit Die, removing one effect or status normally cured at the end of a Long Rest for each Hit Die spent (e.g., exhaustion, hit point maximum reduction). Next, you may spend one or more Hit Die to recover an ability you normally recover at the end of a long rest. Thus, a Barbarian could spend a Hit Die to recover all uses of Rage, or a Druid could recover all uses of Wild Shape. You cannot recover the same ability more than once in this way. If you choose to recover Spellcasting, you only recover a limited number of spell slots. For Bards, Clerics, Druids, Sorcerers, and Wizards, the spell slots can have a combined level that is equal to or less than half your class level (rounded up), and none of the slots can be 6th level or higher. For Paladins and Rangers, the spell slots can have a combined level that is equal to or less than a quarter of your class level (rounded up). For Eldritch Knights and Arcane Tricksters, the spell slots can have a combined level that is equal to or less than a sixth of your class level (rounded up), and none of the slots can be 6th level or higher. You cannot spend more than one Hit Die to recover Spellcasting more than once, but a Wizard could spend a Hit Die to recover Spellcasting, and another Hit Die to recover Arcane Recovery. There are other minor adjustments to make. For example, Mordenkainen's Magnificent Mansion should always have a duration equal or longer than a long rest because it's a 7th level spell and all it does is provide a way to long rest. In general, I'm happy with the basic design. Spellcasting recovery is a bit wonky, particularly with Multiclassing, and I'm considering changing it to just recover one spell slot of each spell level you have up to 5th level just to make it simpler. [/QUOTE]
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