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Short Rests, Long Rests, and Downtime


MidnightPoet

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This setting will be utilizing the Grim Hollow rules to extend the sense of danger in this world. Be aware the campaign will naturally spread out monster encounters and dungeon exploration over a longer period of time. However, if you are a class reliant on long rests and still worried, there are Transformation pathways and other means that can help.

The following are the requirements and benefits of rest in this campaign.

Quick Rest

A quick rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a quick rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Short Rest

A short rest is a period of downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Long Rest

A long rest is a period of extended downtime, at least 48 hours long, during which a character sleeps for at least 12 hours and performs non-strenuous activity. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

Edited by MidnightPoet (see edit history)
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Players are expected to balance a social life in the city with their adventuring life hunting monsters. As such, this campaign will spend considerable downtime letting you alternate between your daily life in the city and your monster hunting adventures. For the sake of simplicity, each day will be divided into 3 eight-hour periods:

Day

9am - 5pm

Evening

5pm - 1am

Night

1am - 9am

Players are encouraged to pursue their professions, develop social connections, sleep, or investigate the monster. Each set of skill checks or roleplaying/socializing will consume an 8-hour block of time. You should also be aware that certain professions and monsters are more active at certain times, as are opportunities to interact with NPCs and organizations that might help you advance in a class or transformation. You will wish to organize your character's schedule to take advantage of this.

The party is expected to separate and explore the city on their own during the downtime. They may still work in groups or investigate on their own. The encounter is designed to leave clues or witnesses that a single character may pursue without too much risk. As a rule of thumb, all players are expected to meet at a specific time, such as 8am-9am, to share information.

When everyone feels satisfied with the investigation and have prepared properly, they can decide to begin the monster hunt. All players will then enter the monster lair (or its surroundings) and the game is run as a normal DnD dungeon exploration.

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