brautigan1
June 29th, 2015, 10:34
For anyone like me who finds the core mechanics of resting too loose and unfocused, this is a fantastic system for resting that adds much opportunity for both RP and strategic thinking from your players. Of course, they must know the rules of this system fully:
Short Rests
Short Rests are one hour long, during which time anyone may keep watch over the party.
During a short rest, encounters are possible (2% chance -- this much can be kept from the players, nothing else, though).
If no one is watching over the party, everyone is surprised by an encounter.
If an encounter interrupts a short rest, no one receives benefit from it.
Anyone keeping watch over the party does not benefit from the short rest.
Long Rests
A long rest is at least 8 hours long, and will be measured in short rests.
All the rules for short rests will be followed each and every hour.
Anyone keeping watch must subtract one hour from their long rest for each hour they keep watch.
No one who receives less than 8 hours of uninterrupted rest benefits from the long rest.
Anyone keeping watch is free to exchange or abandon their post at the end of a short rest period (1 hour).
Now, when the party settles down to rest, they will ask themselves:
"Is there anyone here who doesn't even need the rest? Keep watch, please..."
"Is there anyone here who could make due with just a short rest? Great. Watch us for 8, we'll watch you for 1."
"Does everyone need a short rest? Hrmm... 2 hours it is then (for safetey's sake).. or, should we just chance it for an hour?"
"Valine and Nabulis only need short rests. They can trade watches while the rest of us snore."
"We all need a long rest, but Nabulis is barely stable." Someone simply must keep watch."
Etc...
Using this system, I recommend a table of light encounters, because a 2% chance really isn't as unlikely as you'd think. Even a light encounter, when a short rest is needed, can often be quite harrowing (or even deadly). The point here is not to place the party's entire campaign at risk, but to keep your players in the game during this oft-disengaging moment.
Not that deep breaths of relief can't be had during these times. But under the right circumstances, when they see you rolling those dice as you count off...
DM:"(rolls) One hour has passed, and all seems well... (rolls)Two hours have passed, and Valine (who is keeping watch) has been hearing menacing howls somewhere in the distance. (rolls) But whatever it was, it seems to have moved on, as another hour has passed..."
..it can be quite unsettling (and therefore engaging!) for your players.
And that's really the point of this little system: to keep as much of the game as you can engaging.
Let me know how it goes if you use it in your games.
Thanks!
Short Rests
Short Rests are one hour long, during which time anyone may keep watch over the party.
During a short rest, encounters are possible (2% chance -- this much can be kept from the players, nothing else, though).
If no one is watching over the party, everyone is surprised by an encounter.
If an encounter interrupts a short rest, no one receives benefit from it.
Anyone keeping watch over the party does not benefit from the short rest.
Long Rests
A long rest is at least 8 hours long, and will be measured in short rests.
All the rules for short rests will be followed each and every hour.
Anyone keeping watch must subtract one hour from their long rest for each hour they keep watch.
No one who receives less than 8 hours of uninterrupted rest benefits from the long rest.
Anyone keeping watch is free to exchange or abandon their post at the end of a short rest period (1 hour).
Now, when the party settles down to rest, they will ask themselves:
"Is there anyone here who doesn't even need the rest? Keep watch, please..."
"Is there anyone here who could make due with just a short rest? Great. Watch us for 8, we'll watch you for 1."
"Does everyone need a short rest? Hrmm... 2 hours it is then (for safetey's sake).. or, should we just chance it for an hour?"
"Valine and Nabulis only need short rests. They can trade watches while the rest of us snore."
"We all need a long rest, but Nabulis is barely stable." Someone simply must keep watch."
Etc...
Using this system, I recommend a table of light encounters, because a 2% chance really isn't as unlikely as you'd think. Even a light encounter, when a short rest is needed, can often be quite harrowing (or even deadly). The point here is not to place the party's entire campaign at risk, but to keep your players in the game during this oft-disengaging moment.
Not that deep breaths of relief can't be had during these times. But under the right circumstances, when they see you rolling those dice as you count off...
DM:"(rolls) One hour has passed, and all seems well... (rolls)Two hours have passed, and Valine (who is keeping watch) has been hearing menacing howls somewhere in the distance. (rolls) But whatever it was, it seems to have moved on, as another hour has passed..."
..it can be quite unsettling (and therefore engaging!) for your players.
And that's really the point of this little system: to keep as much of the game as you can engaging.
Let me know how it goes if you use it in your games.
Thanks!