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Working on Grittier Resting Rules - what do you want to see?
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<blockquote data-quote="M_Natas" data-source="post: 9172668" data-attributes="member: 7025918"><p>I developed Gradual Gritty resting rules:</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/[/URL]</p><p></p><p>The gist is:</p><ul> <li data-xf-list-type="ul">On a short test you can use one hit die + con to regain temporary HP. This represents that during a short rest you only do some first aid, but a bandage on to continue until you can get magical healing or enough time to heal on your own.</li> <li data-xf-list-type="ul">On a long rest you regain 10-30% of your HP and Spellslots. So you don't heal completely overnight anymore but need more time. The effectiveness ot the rest is influenced by resting conditions (including a complete simple weather system). If you sleep in the Wilderness without protection in the rain while it's cold, your rest benefits will be minuscule, while having a tent, a warm fire and a bed roll will improve your rest. --> Now adventuring gear matters.</li> <li data-xf-list-type="ul">Introduction of Mana potions. With Mana and Healing Potions the DM can balance the difficulty of the encounters and improve the endurance of a party to have more encounters in a day. So finally the DM has mechanical tools to control the pace of the campaign and doesn’t always need a ticking clock to spur on the players to keep adventuring while being down a little.</li> </ul><p>-</p><p></p><p>The Gradual Gritty Realism rest rules allow the normal adventuring day (6 to 8 medium encounters), when fully rested or stocked up on Mana and Healing Potions, but also can handle 1 or 2 encounters per day, because those can reduce the ressources of the characters enough that they do not complete recover over night. So you can handle the classic dungeon crawl but also overland travel with one encounter a day.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9172668, member: 7025918"] I developed Gradual Gritty resting rules: [URL unfurl="true"]https://www.enworld.org/threads/long-rest-variant-my-gradual-gritty-realism-variant-rules.700415/[/URL] The gist is: [LIST] [*]On a short test you can use one hit die + con to regain temporary HP. This represents that during a short rest you only do some first aid, but a bandage on to continue until you can get magical healing or enough time to heal on your own. [*]On a long rest you regain 10-30% of your HP and Spellslots. So you don't heal completely overnight anymore but need more time. The effectiveness ot the rest is influenced by resting conditions (including a complete simple weather system). If you sleep in the Wilderness without protection in the rain while it's cold, your rest benefits will be minuscule, while having a tent, a warm fire and a bed roll will improve your rest. --> Now adventuring gear matters. [*]Introduction of Mana potions. With Mana and Healing Potions the DM can balance the difficulty of the encounters and improve the endurance of a party to have more encounters in a day. So finally the DM has mechanical tools to control the pace of the campaign and doesn’t always need a ticking clock to spur on the players to keep adventuring while being down a little. [/LIST] - The Gradual Gritty Realism rest rules allow the normal adventuring day (6 to 8 medium encounters), when fully rested or stocked up on Mana and Healing Potions, but also can handle 1 or 2 encounters per day, because those can reduce the ressources of the characters enough that they do not complete recover over night. So you can handle the classic dungeon crawl but also overland travel with one encounter a day. [/QUOTE]
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