I 100% agree that there needs to be a reason to NOT long rest. Right now there is no difference between a short rest recharge and long rest recharge power because under almost every situation you can just do a long rest. On top of that you only get a single short rest per long rest meaning you have no in game reason to NOT long rest. So, yes, I agree this is an issue in the game, but I do not really like any of the ideas presented here.

Personally I would love to see the PnP hit die mechanic added to the game, allowing for more frequent short rests, but limiting the amount of healing you can get from short rests.

I am not really sure what to do about long rests as there are many solutions, each with their own pro's and con's. Perhaps a solution could be a concept of milestones that can grant 'long rest tokens'. You would only be able to travel to your camp if you expend one of these 'long rest tokens'. You could gain them (or grain progress towards them) from a whole host of things: Quest progressions, combat completions, experience earned, etc....

With the addition of hit die mechanics and limiting how often you can long rest it would be possible allow for more flavor in how players can chose to play. They can play a party that favors short rest powers, or a party that favors spell slot rationing. In the end this could increase the potential ways to play the game.

All in all, the resting system needs to be tweaked and I think increasing the frequency of short rests is the proper way to go to distinguish between the different classes and game play styles.

Last edited by Darkstorn42; 31/10/20 10:51 PM.