Short rest is underwhelming.
Taking a short rest takes time. Depending on the DM/party, it can take 15 minutes up to an entire day. The 5E rule is 1 hour, I believe. In any case, in the game right now it's basically a free heal that is instant, and I must say it's kind of cheap?

I think it'd be fun (especially for those who like to role play) to have breaks in the gameplay to maybe talk with our companions (outside of long rests). For example: when I found the eye of Wyll (not gonna say where :p), it'd have been fun to be able to talk to him during a short rest.

Adding to that difference "short rest/long rest": as of right now, there isn't ever a need for anyone to patrol at night when everyone's resting during long rests. It could be a great way for players to choose which character gets to intereact with what other character, and form different relationships that way. Dialogs would then become a matter of who I'm staying awake with tonight. Maybe too good a relationship make them distracted and gives disadvantage on the perception check, maybe too bad a relationship causes the same thing to happen.

OR (other idea)
Maybe the perception check required to avoid an attack while resting could be changed from long to short rest. If you rest in an area where there are ennemies, you must remain vigilant unless you get spotted and attacked?

I want to add that clarity of what resets and what doesn't during a short rest can be hard to track. In a game of D&D, we only have one character, and that's already hard enough. Tracking four at once is too much. Maybe having a screen/tooltip summing up what gets reset and when for each character somewhere would be nice.

Last edited by Corren; 13/10/20 11:57 AM.