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2460121-TDC Rest System - Revised Printer Friendly
2460121-TDC Rest System - Revised Printer Friendly
2460121-TDC Rest System - Revised Printer Friendly
CHECK OUT THIS VIDEO WHERE I SHOW YOU HOW I USE THESE THIS UPDATED REST SYSTEM AT MY TABLE! HTTPS://YOUTU.BE/K7R1-
WGWDL8
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.
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RESTS AS WRITTEN SHORT RESTS
I feel like Long Rests in Dungeons & Dragons 5th Edition The only change I'm making to Short Rests is how long it
can get abused by players. How many times have you had takes to have one, and this is a house rule that a lot of
your players in a dungeon, the next fight is the boss, the people use already. A Short Rest is only 10 minutes.
tension is set, they are right outside his lair...? Then your
party says, "Hey, so… we're gonna take a Long Rest, you This just makes far more sense to me in terms of
know, be at full health before this big fight… yup." adventurers in the middle of some dangerous place who
just had a big fight. They go off to the side, bandage up,
So now you're stuck in this weird spot where the players catch their breath, and get ready for more. They'll use
spend eight hours resting. In the middle of the dungeon. items and have small conversations about what to do next.
No matter how messed up they were, after a two-hour Why on earth does this need a full hour?
watch and six hours actually resting, they are now back to
full health and abilities. Maybe this feels bad from my coaching background. In
sprint training, maximum recovery between reps is about
five minutes, and in general the anaerobic energy system
PROBLEMS TO FIX you use for these explosive moments takes about five
minutes to recover. If these adventurers are exerting
So here are the issues I am looking to fix: themselves and need a break, ten minutes would be an
entirely reasonable amount of time to get back in the
game.
1. This destroys pacing and tension-building when
players not only stop but then have to take eight
This also helps keep the pacing of things going, and if
hours to benefit from a Long Rest.
2. As the DM, you must run eight hours of rest and Short Rests are more appealing, then maybe they won't try
watch shifts that take away from the climactic and keep Long Resting so much!
build-up. Even if you are just traveling down the
road, Long Rests still seem clunky and slow.
3. Healing to full hit points has always felt wrong to LONG RESTS
me. If your character was within inches of death
it’s going to take a lot more than a six-hour nap to
heal back to full health! You need six hours of no activity and two hours of light
4. Short Rests are, of course, weaker than Long Rests, activity – which can be a watch shift - but what if you have
but if we buff Short Rests and nerf Long Rests a a group of three? What's going to happen with those extra
little bit, this can lead to more dynamic choice for two hours? Is nobody keeping watch? As the DM, that's
which one fits the needs best. now four shifts to have to run and keep track of.
5. I have never pictured adventurers literally sleeping
during most of these Long Rests. So, I have made a
I've only made two changes here: one is to the time it takes
mechanical separation of actual sleep from Long
and another to the healing it provides. In RAW, a Long Rest
Rests. A lot of the time, players' intent of taking a
Long Rest isn't that they need to sleep; it’s that is eight hours, but two hours can be "a light activity or a
they want that full reset on their abilities and watch of some kind," and the other six have to be "no
health. So why not separate the two? activity." Again, I don't really see players sleeping here,
6. Lastly, since Long Rests are so good. I feel that maybe a nap at best. For me a Long Rest requires six hours,
players don't take downtime enough or even feel but I break it up into three hours of "light activity" and
the need to. three hours of "no activity" This helps clean up the
clunkiness of "keeping watch." Two players could
effectively keep watch by themselves if needed. I have had
SOLUTION this happen before, and it worked out well.
I am buffing Short Rests, nerfing Long Rests, and adding As a variant rule, you can say the first three hours is when
a new rest called Full Rest. everyone gets half their Hit Dice back and the 2nd three
hours is when their spells reset. For one of my groups I
even custom-made rules for a three and a half-hour Long
Rest where they get half their Hit Dice back and some spell
slots. I used the exact rules from the Wizard's Arcane
Recovery feature, and it worked perfectly. But wait, what
about Wizards!? That's their ability, and won't they feel
less unique if everyone gets it?? This is one of the more
significant complaints I get in the comments about certain
homebrews. My response is that I would either not use this
or tweak it if a party member was a wizard. Since none of
the players in this group were wizards, then it didn't
matter! Steal from other class mechanics that aren't
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represented in your group. Keep things like that in mind FULL REST
when you implement your own homebrew!
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SUMMARY