this post was submitted on 16 Nov 2023
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D&D Next - 5e Discussion
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Long Rest = NARRATIVE Week
...that can be five days, seven days, ten days: it varies to suit a narrative week of downtime, and is imprecisely enumerated by design, so it can't be gamed with mechanical shenanigans like rest-casting...
...as for safe havens, i prefer coupling rest benefits to the fifth-edition lifestyle definitions...
WRETCHED - No rest benefits.
SQUALID - Staves Exhaustion only.
POOR - Short Rests only.
MODEST - Standard Long Rests (half hit-dice).
COMFORTABLE - Long Rests + all hit-dice.
WEALTHY - Half-duration Long Rests + all hit-dice.
ARISTROCRATIC - Wealthy Long Rest + Inspiration.
...short rests are similarly a NARRATIVE shift (anywhere from six to ten hours) but also interact with exhaustion subject to the same lifestyle constraints: i.e. a WRETCHED night's sleep requires an exhaustion check in the morning while a SQUALID short rest won't, but you need to short rest in POOR or better conditions to recover from a level of exhaustion...
...as for effect durations, i simply bump everything greater than one round up by one level...
1 MINUTE = 10 MINUTES
10 MINUTES = 1 HOUR
1 HOUR = 8 HOURS
8 HOURS = 1 DAY
1 DAY = 1 WEEK
1 WEEK = 1 MONTH
1 MONTH = 1 SEASON
...note that these duration adjustments do not apply to downtime activities, as the whole point of gritty realism is to foster more natural narrative pacing and downtime engagement is a big part of that...
...i'll also note that some DMs couple gritty realism with slow natural healing (i.e. use your hit dice to heal) but i suspect that may throw off game balance and won't advocate for it until i have personal experience that it works well...
I like the idea of using the lifestyles, generally good when you can use an existing mechanic instead of having to guess at how to implement a new one.
By "narrative week" do you just mean that the party have a week of downtime (just to do whatever downtime activities they want) and call that the long rest period?
...yep, basically they take a 'week' to long-rest and recover, including downtime activity, and the DM chooses the appropriate narrative moment to resume their uptime...
...also note that by these mechanics, exhaustion checks for forced marches happen after each additional six-to-ten hours travel without a short rest, which feels much better-balanced narratively...
If the DM is choosing how long the long rest takes then is there much reason to pay for the better lifestyle which gives a half-duration long rest?
Also do you apply similar things to the short rests? For example if they're just camping in the woods then that's probably squalid, but if they make some good rolls to find a nice location, forage some food etc then it could improve the situation.
...wealthy lifestyles have the benefit of recovering long-rest resources more quickly than a narrative week, which may be worthwhile depending upon how quickly the party wants to turn around their next adventuring week...
...yes, short rests are subject to the same lifestyle mechanics, which give tangible benefits to class or background features enabling rest improvements...