Short Rest (Resting in the Wild)
A short rest functions much like a standard 5E long rest in terms of game pacing. It typically represents a night's sleep while travelling or camping in the wilderness.
• Duration: At least 8 hours long (the normal duration for a D&D long rest).
• Conditions: Can be taken in the wilderness, during a journey, or in a dangerous location where the party must set a watch or where the risk of interruption is present.
• Benefits: Characters regain all timered abilities, skils and such once an 8 hour rest is completed.
• Detriments: They do not recover from most levels of Fatigue or Strife (the Exhaustion/Shadow points) beyond the first level.
Long Rest (Sanctuary Rest)
A long rest is a rare and significant event that generally occurs between adventures, during the dedicated Fellowship Phase. It requires a genuinely safe and comfortable location.
• Duration: Typically a period of a few days to a week of downtime, not just 8 hours.
• Conditions: Must be taken in a designated Sanctuary—a safe haven such as a well-fortified town, a friendly Elven outpost, or a secure Dwarven hall where the characters can truly "rest easy" without fear of attack.
• Benefits: This is the only way for characters to fully recover their resources. They regain all lost hit points and all class features/spell slots..
These rules emphasize the perilous nature of the wild and make safe havens vital parts of the campaign narrative, encouraging careful resource management during journeys and dungeon exploration.

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