Gungor
2022-04-12, 08:36 PM
Greetings Playground!
I am starting a new campaign which is going to be an open world, sandbox setting with the players doing a lot of exploration. I want to make the perils of wilderness travel more present in the rest mechanics without using the "gritty realism" rules. I especially would like to have rules for what sorts of recoveries players get when their long rests are interrupted by significant events like combat.
So the idea of a "medium rest" is that it would recharge half of the things that you get from a long rest - you get back half of your spell levels, half of your long-rest resources like rage or bardic inspiration, you recover half of your hit points, everything rounded down. You would also recharge your short-rest benefits.
A "medium rest" would result if circumstances prevented the party from getting a proper long rest - maybe because the weather conditions are terrible and/or they flubbed a survival check, or maybe because they were ambushed in the middle of the night and by the time they finished the combat and their adrenaline faded, they were feeling a bit depleted again.
I'm not too worried about it being fiddly (even though it is) because I don't think my players will mind the "fiddliness." I'm also not worried about high-level casters not getting to recover their best spells because the campaign won't get that high.
Has anyone used something like this before? I'd welcome thoughts on how it worked at your table as well as alternative ways to make it a bit more challenging to really rest when far removed from the comforts of civilization.
I am starting a new campaign which is going to be an open world, sandbox setting with the players doing a lot of exploration. I want to make the perils of wilderness travel more present in the rest mechanics without using the "gritty realism" rules. I especially would like to have rules for what sorts of recoveries players get when their long rests are interrupted by significant events like combat.
So the idea of a "medium rest" is that it would recharge half of the things that you get from a long rest - you get back half of your spell levels, half of your long-rest resources like rage or bardic inspiration, you recover half of your hit points, everything rounded down. You would also recharge your short-rest benefits.
A "medium rest" would result if circumstances prevented the party from getting a proper long rest - maybe because the weather conditions are terrible and/or they flubbed a survival check, or maybe because they were ambushed in the middle of the night and by the time they finished the combat and their adrenaline faded, they were feeling a bit depleted again.
I'm not too worried about it being fiddly (even though it is) because I don't think my players will mind the "fiddliness." I'm also not worried about high-level casters not getting to recover their best spells because the campaign won't get that high.
Has anyone used something like this before? I'd welcome thoughts on how it worked at your table as well as alternative ways to make it a bit more challenging to really rest when far removed from the comforts of civilization.