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Why sleeping shouldn't be a long rest
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<blockquote data-quote="werecorpse" data-source="post: 8197784" data-attributes="member: 55491"><p>My changes to rests are:</p><p>-Add in a “Brief Rest” of 10 minutes duration which only allows expending hit dice. <em>1 hour is often too long to rest but I wanted characters to be able to recover hp without other resources</em></p><ul> <li data-xf-list-type="ul">Short rest 1 hour also recover 1HD per 8 levels 1/Long Rest</li> <li data-xf-list-type="ul">Long Rest 8hours recover 0hp and 1/2 max hit dice. <em>So if they want to “get back to full” they often need to take 2-3 long rests </em></li> <li data-xf-list-type="ul">hit dice that are recovered can be expended during the rest they are recovered.</li> </ul><p></p><p>To encourage rests of weeks rather than days between forays into the dungeon I also have a risk of lingering injuries which take weeks of rest to heal, and the capacity for characters to gain “peak condition benefits” during downtime.</p><p></p><p>I suspect I was influenced by my memories of AD&D where the characters would take 2 nights to recover. They would leave the dungeon, spend a night resting to get their spells back, cast all their healing spells, rest another night to get their spells back then go back into the dungeon.</p><p></p><p>As for the 6-8 medium to hard encounters a day I find if these are combat based this has lead to 4-5 fairly dull grind type encounters a day and 1-2 meaningful/risky/exciting ones. My main game limitation is time so I want to cut the dull encounters out if at all possible. I’d rather just beef up the whole encounter regime to have 3-4 hard to deadly+ encounters. It does mean my games tend to get 1 short encounter per long but the short rest people don’t seem to mind so I’m happy with how it’s going so far.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 8197784, member: 55491"] My changes to rests are: -Add in a “Brief Rest” of 10 minutes duration which only allows expending hit dice. [I]1 hour is often too long to rest but I wanted characters to be able to recover hp without other resources[/I] [LIST] [*]Short rest 1 hour also recover 1HD per 8 levels 1/Long Rest [*]Long Rest 8hours recover 0hp and 1/2 max hit dice. [I]So if they want to “get back to full” they often need to take 2-3 long rests [/I] [*]hit dice that are recovered can be expended during the rest they are recovered. [/LIST] To encourage rests of weeks rather than days between forays into the dungeon I also have a risk of lingering injuries which take weeks of rest to heal, and the capacity for characters to gain “peak condition benefits” during downtime. I suspect I was influenced by my memories of AD&D where the characters would take 2 nights to recover. They would leave the dungeon, spend a night resting to get their spells back, cast all their healing spells, rest another night to get their spells back then go back into the dungeon. As for the 6-8 medium to hard encounters a day I find if these are combat based this has lead to 4-5 fairly dull grind type encounters a day and 1-2 meaningful/risky/exciting ones. My main game limitation is time so I want to cut the dull encounters out if at all possible. I’d rather just beef up the whole encounter regime to have 3-4 hard to deadly+ encounters. It does mean my games tend to get 1 short encounter per long but the short rest people don’t seem to mind so I’m happy with how it’s going so far. [/QUOTE]
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