
There is one point you might want to look at: spell casting time and duration. So as long as the GM keep in mind that they've change the resting rules when preparing the session, things should go well. What's important is that in practice, (1) you rarely sequence more than two combat encounters without a short rest and (2) players reasonable with their resources rarely completely run out before the opportunity for a long rest. I was thinking more like Short Rest be 2 or 3 hours and Long Rest be 2 days.īut I admit I am unsure how badly it will impact things. I was thinking of running the rest periods a little longer, so I went and looked at the Varian in the DMG but I was not thinking of extending them as long as the variant in the DMG (SR=8 hours & LR=7 days). The important thing is pacing of the rests, the ratio of rests per game session. Use however long a length you need for whatever verisimilitude you want for the game world, aesthetics, personal taste, or even concern about game mechanic balancing. Therefore it doesn't really matter how long a long rest is in game world time. Another good way to handle it is one long rest per game session where the long rest happens at the end of the game session, and everyone has all their stuff to start fresh the following game session. The first game they used about half their stuff and still have plenty for next game. I have found that as long as players get at worst one long rest per two game sessions they'll be fine.
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They need to make the free time available to play, and often unforeseen important or emergency personal stuff happens they can't come to a game session. For many people real life gets in the way. It takes real world time and energy to play the game. The more combats there are the worse they feel. They won't get a long rest for a long time so now are running on fumes doing basic attacks because they have nothing else to do. The second situation is they do use their stuff because they'll die of they don't, but now they don't have anything left. If they have to use something because their character will die if they don't they will be real world upset about it because now they're angry they won't have it later when they were supposed to have used it. Therefore they do basic boring attacks not using their stuff and combats become a slog. First is players are so worried they need to use their big guns later they don't use anything because of fear of not having them when they need them. If you do not let the players long rest they don't get to use their stuff and don't have fun. However, just as bad or worse is having too few rests. If you have too many long rests everyone novas and overpowers the combats. They're supposed to use their stuff and get it back. What really matters is how many rests (short and long) the players get per game session. A long rest can be 8 hours, 8 days, 8 millennia. However, in my opinion, the real issue isn't how long in gameworld time it takes to rest. Also be careful of long duration spells like Mage Armor. You will need to be mindful of short rest and long rest recharge of resources. If there's only one per gameworld day (but more per real world game session) there's not much of a problem. It matters how many you have in a gameworld day.
