this post was submitted on 16 Nov 2023
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D&D Next - 5e Discussion
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I'm currently running a campaign that involves a lot of exploration, travel and a dash of politics.
Cramming a full "adventuring day" of 6-8 encounters into each calendar day was just not feasible - "interesting days" will have one, maybe two encounters, occasionaly with several days of travel/downtime in between.
So if adjusted to "SR = a night's rest" and "LR = 24h of downtime" and it fixed the problem immediately.
A LR requires more creature comforts than a fire and a blanket, but if they invest into supplies and hirelings, they can set up a "base camp" that allows a LR even in the wilderness.
As for spell duration: I've just set all spells that are supposed to cover most of an adventuring day (like Mage Armor) to last until the end of the next Long Rest and this has covered all problems so far. Remember to adjust the recovery of charge-based magical items, too.
This sounds like exactly what I've got in mind, cheers! Any other adjustments you made or pitfalls I should watch out for?
Try to hit the aforementioned 6-8 encircled per LR.
Apply common sense whenever you find a mechanic interacting weirdly with this.
Don't spring an altered test model on your players unannounced.