"A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. 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."
Since no actual clock is in this game, allowing an interruption while resting could be an issue for gameplay. You rest. Random Encounter. Rest needs to start again, at least 8 hours. Besides this, I'm still afraid Larian won't do random encounters well. So I'm thinking forget 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."
I still think Hit Dice limiting Short Rest is the best way to go. Unlimit Short Rests so you can have more than 2, and implement Hit Dice. They're more strategic. You make decisions about how many you will use per rest. Some classes get their abilities reset. It's just a better system imo.
"A character can’t benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."
This is the one I'd chuck. Make 2 Long Rests a Day so players can adventure by night and so days would go by slower. 2 Long Rests a Day means even if you spam Long Rests, it makes more sense from a story perspective. The ritual might not complete in 3 days (6 Long Rests), but yeah it probably should after 6 days. Lae'zel should get pissed and leave the party if you haven't gone to the Gith in 6 days, but 3, maybe not.
As far as limiting Long Rests, I'm thinking you could still use Camping Supplies IF they were crafted items rather than just food. So here's another idea I had. Make food ingredients items for crafting Camping Supplies. Besides food, you need drinks, like water or wine even, bandages, repair kits and healing ointments. Let's say 4 food, 4 drinks, 4 bandages, 4 repair kits and 4 healing ointments for 1 Camping Supply. 1 Camping Supply then equals 1 Long Rest.
Something LIKE this.
Food and drink help recover personal strength and health. Bandages also promote injury healing as do healing ointments. Repair kits are for fixing armor and weapons, which are, in RPG terms, part of your overall ability to reduce injury... Thus somewhat a part of HP.
Why does this limit? Gotta find enough of all the ingredients in order to Long Rest frequently. Thus, hunting for the ingredients becomes a bigger part of the game, and it also makes buying these items at vendors more valuable. Certainly is a whole lot less of a pain to buy a complete supply than to hunt around for ingredients for them.
Then they could have players use skill checks to forage for supplies if they can't find them themselves. Rangers would thus get a better chance of success in favored terrain, adding value to that.
This then makes Goodberry a super convenient spell. You no longer have to worry about food when crafting a Camping Supply. You just need the other ingredients. However, just having Goodberry doesn't necessarily mean you can Long Rest as much as you want. You still need the other ingredients. It would, however, provide maybe the food and healing requirements, because Goodberry does both. I would say maybe you just need 4 drinks and 4 repair kits if you cast Goodberry.
Then add Create Food and Water spell, and the only thing would be Repair Kits. Add Mending spell, and viola. All requirements met. But then, how often are you going to have a party that has ALL these spells? So, you would almost always need to acquire at least SOME ingredients in order to make a single Camp Supply.
Last edited by GM4Him; 03/04/22 05:18 AM.