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Yet another "Solution to Rests" thread
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<blockquote data-quote="Ilbranteloth" data-source="post: 7192956" data-attributes="member: 6778044"><p>OK, I posted this in one of the other threads for resting, but it's being ignored there. There are threads for allocating rests per level (basically based on XP), and encounter (x number of encounters per rest).</p><p></p><p>I'm not a fan of either, because I prefer the reasons and results of rests to be related to the narrative. People get tired, they rest, they recover sort of thing.</p><p><em></em></p><p><em>Adventures in Middle Earth</em> uses a system that treats rests differently when traveling than when adventuring in a dungeon. Some of the concepts I can go with, but I'm not sure I like the travel system as a whole. What I do like, is that they use the exhaustion system more.</p><p></p><p>There are several issues that I see raised on a fairly regular basis with rests:</p><p></p><p>1) The balance of the classes shifts with different amounts of rests. Warlocks in particular are dependent heavily on rests. Other classes less so, depending on the class.</p><p></p><p>2) The rest system doesn't work well for attrition on low encounter days. This is a primary complaint about traveling, where you may have a single encounter each day. The complaint basically being that they are fully rested before every encounter.</p><p></p><p>3) There's the ever present 5mwd problem.</p><p></p><p>4) My objection to short rests is primarily the length of time they take (it disrupts the narrative).</p><p></p><p>This system separates the recovery of short and long rest abilities from resting.</p><p>It has a built in attrition system, making the recovery of abilities each day a little harder, and reduced number of hit points.</p><p>It allows the players to have full control of their rests and recovery of abilities (including potentially more RAW).</p><p>There is arbitrary limitation of rests.</p><p></p><p>It's based loosely on the Barbarian's Relentless Rage ability, and leverages the exhaustion condition.</p><p></p><p><strong>Short Rest</strong></p><p>10 to 15 minutes long. You can regain hit points by spending Hit Dice.</p><p></p><p></p><p><strong>Travel Rest</strong></p><p>8 hours long. One per day. You regain 1/2 of your Hit Dice. You remove 1 level of exhaustion. The DC for your exhaustion check after recovering short rest abilities is set to 5 plus 1 for each day since your long rest, and your next such check is made with advantage. The DC for your exhaustion check after recovering long rest abilities is set to 15 plus 1 for each day since your last long rest and your next such check is made with advantage.</p><p></p><p></p><p><strong>Long Rest</strong></p><p>24 hours of uninterrupted rest. You regain all hit points. You regain all Hit Dice. You remove all levels of exhaustion. You regain all abilities. The DCs for exhaustion checks after recovering short and long rest abilities are set to 5 and 15, respectively.</p><p><strong>Recovering Short and Long Rest Abilities</strong></p><p>You may recover all short rest abilities or all long rest abilities at any time. However, when you do so you must make an exhaustion check. You make a separate check after recovering short rest and long rest abilities. Each creature recovers abilities and make exhaustion checks separately.</p><p></p><p></p><p>The exhaustion check is an ability check against your primary class ability (Dexterity for rogues, Charisma for Sorcerers, etc.). If you fail the exhaustion check, you suffer 1 level of exhaustion if you recovered short rest abilities, or 3 levels of exhaustion if you recovered long rest abilities.</p><p></p><p></p><p>As noted above, immediately after a long rest, the DCs for exhaustion checks after recovering short rest and long rest abilities are 5 and 15, respectively. Following each exhaustion check, the corresponding DC increases by 5.</p><p></p><p><strong>Notes</strong></p><p>I have not done any mathematical testing to see what impact this really has on day 2, day 5, or day 10 of an adventure. I'm very curious to hear how that plays out.</p><p></p><p>The basic design is to be the equivalent of about 3 short rests per long rest, although that will shift down depending on the number of days they have gone since a full day rest.</p><p></p><p>I've considered 2 levels of exhaustion for a failed long rest ability check, or 1d4 levels. I've also considered a DC of 20 for recovering long rest abilities. The challenge is to make it really difficult to regain your long rest abilities for a second time in one day, but not so tough that you won't get them at least once/day. Since it's based on your primary ability, the assumption is that you'll have at least a +2 to the check. With advantage, recovering your long rest abilities once/day seems doable.</p><p></p><p>For a more AD&D feel, or if your players abuse the Full Day Rest, make it a week.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7192956, member: 6778044"] OK, I posted this in one of the other threads for resting, but it's being ignored there. There are threads for allocating rests per level (basically based on XP), and encounter (x number of encounters per rest). I'm not a fan of either, because I prefer the reasons and results of rests to be related to the narrative. People get tired, they rest, they recover sort of thing. [I] Adventures in Middle Earth[/I] uses a system that treats rests differently when traveling than when adventuring in a dungeon. Some of the concepts I can go with, but I'm not sure I like the travel system as a whole. What I do like, is that they use the exhaustion system more. There are several issues that I see raised on a fairly regular basis with rests: 1) The balance of the classes shifts with different amounts of rests. Warlocks in particular are dependent heavily on rests. Other classes less so, depending on the class. 2) The rest system doesn't work well for attrition on low encounter days. This is a primary complaint about traveling, where you may have a single encounter each day. The complaint basically being that they are fully rested before every encounter. 3) There's the ever present 5mwd problem. 4) My objection to short rests is primarily the length of time they take (it disrupts the narrative). This system separates the recovery of short and long rest abilities from resting. It has a built in attrition system, making the recovery of abilities each day a little harder, and reduced number of hit points. It allows the players to have full control of their rests and recovery of abilities (including potentially more RAW). There is arbitrary limitation of rests. It's based loosely on the Barbarian's Relentless Rage ability, and leverages the exhaustion condition. [B]Short Rest[/B] 10 to 15 minutes long. You can regain hit points by spending Hit Dice. [B]Travel Rest[/B] 8 hours long. One per day. You regain 1/2 of your Hit Dice. You remove 1 level of exhaustion. The DC for your exhaustion check after recovering short rest abilities is set to 5 plus 1 for each day since your long rest, and your next such check is made with advantage. The DC for your exhaustion check after recovering long rest abilities is set to 15 plus 1 for each day since your last long rest and your next such check is made with advantage. [B]Long Rest[/B] 24 hours of uninterrupted rest. You regain all hit points. You regain all Hit Dice. You remove all levels of exhaustion. You regain all abilities. The DCs for exhaustion checks after recovering short and long rest abilities are set to 5 and 15, respectively. [B]Recovering Short and Long Rest Abilities[/B] You may recover all short rest abilities or all long rest abilities at any time. However, when you do so you must make an exhaustion check. You make a separate check after recovering short rest and long rest abilities. Each creature recovers abilities and make exhaustion checks separately. The exhaustion check is an ability check against your primary class ability (Dexterity for rogues, Charisma for Sorcerers, etc.). If you fail the exhaustion check, you suffer 1 level of exhaustion if you recovered short rest abilities, or 3 levels of exhaustion if you recovered long rest abilities. As noted above, immediately after a long rest, the DCs for exhaustion checks after recovering short rest and long rest abilities are 5 and 15, respectively. Following each exhaustion check, the corresponding DC increases by 5. [B]Notes[/B] I have not done any mathematical testing to see what impact this really has on day 2, day 5, or day 10 of an adventure. I'm very curious to hear how that plays out. The basic design is to be the equivalent of about 3 short rests per long rest, although that will shift down depending on the number of days they have gone since a full day rest. I've considered 2 levels of exhaustion for a failed long rest ability check, or 1d4 levels. I've also considered a DC of 20 for recovering long rest abilities. The challenge is to make it really difficult to regain your long rest abilities for a second time in one day, but not so tough that you won't get them at least once/day. Since it's based on your primary ability, the assumption is that you'll have at least a +2 to the check. With advantage, recovering your long rest abilities once/day seems doable. For a more AD&D feel, or if your players abuse the Full Day Rest, make it a week. [/QUOTE]
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