How do the activity limitations for a long rest work in the Gritty Realism variant?
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10
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In my current campaign (in which I am a player) we are considering switching over to the Gritty Realism rest variant in the DMG so that the party would have to expend more resources between resting. The variant says:
This variant uses a short rest of 8 hours and a long rest of 7 days.
But we are confused at how this variant interacts with the normal rules for resting.
A normal long rest has this description:
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. 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.
How do these rules transfer over to the variant? Is it true that you must spend 7 full days only in a single long rest and that you may not perform more than 2 hours of light activities over the entire 7 day (168 hour) period? It seems like over 7 days you could easily spend at least 2 hours eating and talking.
Would the long rest be invalidated if they take are interrupted by a single hour of strenuous activity over the entire 7 days? Even for a "gritty" variant that seems really extreme.
How are the activity limitations supposed to work in this variant?
dnd-5e rests optional-rules
add a comment |
up vote
10
down vote
favorite
In my current campaign (in which I am a player) we are considering switching over to the Gritty Realism rest variant in the DMG so that the party would have to expend more resources between resting. The variant says:
This variant uses a short rest of 8 hours and a long rest of 7 days.
But we are confused at how this variant interacts with the normal rules for resting.
A normal long rest has this description:
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. 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.
How do these rules transfer over to the variant? Is it true that you must spend 7 full days only in a single long rest and that you may not perform more than 2 hours of light activities over the entire 7 day (168 hour) period? It seems like over 7 days you could easily spend at least 2 hours eating and talking.
Would the long rest be invalidated if they take are interrupted by a single hour of strenuous activity over the entire 7 days? Even for a "gritty" variant that seems really extreme.
How are the activity limitations supposed to work in this variant?
dnd-5e rests optional-rules
add a comment |
up vote
10
down vote
favorite
up vote
10
down vote
favorite
In my current campaign (in which I am a player) we are considering switching over to the Gritty Realism rest variant in the DMG so that the party would have to expend more resources between resting. The variant says:
This variant uses a short rest of 8 hours and a long rest of 7 days.
But we are confused at how this variant interacts with the normal rules for resting.
A normal long rest has this description:
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. 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.
How do these rules transfer over to the variant? Is it true that you must spend 7 full days only in a single long rest and that you may not perform more than 2 hours of light activities over the entire 7 day (168 hour) period? It seems like over 7 days you could easily spend at least 2 hours eating and talking.
Would the long rest be invalidated if they take are interrupted by a single hour of strenuous activity over the entire 7 days? Even for a "gritty" variant that seems really extreme.
How are the activity limitations supposed to work in this variant?
dnd-5e rests optional-rules
In my current campaign (in which I am a player) we are considering switching over to the Gritty Realism rest variant in the DMG so that the party would have to expend more resources between resting. The variant says:
This variant uses a short rest of 8 hours and a long rest of 7 days.
But we are confused at how this variant interacts with the normal rules for resting.
A normal long rest has this description:
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. 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.
How do these rules transfer over to the variant? Is it true that you must spend 7 full days only in a single long rest and that you may not perform more than 2 hours of light activities over the entire 7 day (168 hour) period? It seems like over 7 days you could easily spend at least 2 hours eating and talking.
Would the long rest be invalidated if they take are interrupted by a single hour of strenuous activity over the entire 7 days? Even for a "gritty" variant that seems really extreme.
How are the activity limitations supposed to work in this variant?
dnd-5e rests optional-rules
dnd-5e rests optional-rules
edited 1 hour ago
SevenSidedDie♦
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asked 2 hours ago
Rubiksmoose
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46.6k6233356
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3 Answers
3
active
oldest
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up vote
3
down vote
There is no official interpretation
The Gritty Realism rules seem to be an afterthought, slapped on top of the usual rules.
At least the 2 hours of light activities per long rest are hard to implement, I would go crazy with 22 hours of bed rest for 7 days.
How we do it
The 1 hour strenuous activity limit is per day.
The implied 6 hours of sleep become an explicit daily minimum.
add a comment |
up vote
0
down vote
Interpretation depends on the DM (or the group).
I would simply add "per day" in the definition of a long rest.
A long rest is 7 days long. At least 6 hours of sleep per day. No more than 1 hour of adventuring per day.
No more than 6 hours of light activity per day. The two hours are multiplied by 3 to account for having three 8-hour periods in a day-night cycle.
I would also allow downtime activities (studying, researching, sparring) but limit it to 6 hours per day.
You will notice that there are 6 hours missing. They can be distributed to sleep/light activities/downtime, or the players can come up with ideas.
New contributor
add a comment |
up vote
0
down vote
Your interpretations are correct (at least by raw, and I believe rai).
"Gritty Realism" long rests are easily interrupted
Nothing about the option changes the limitations for what interrupts resting. "Gritty Realism" is, honestly, a bad name; I don't have a better one, but I'm also not a publisher that gets paid to name things. "Life is hard and people don't heal so great after fighting monsters" isn't the best alternative, but you get the idea.
Let's look at another part of that section:
It's a good options for campaigns that emphasize intrigue, politics, and interactions among other NPCs .... [snip] ... combat is rare ... [snip]
It's not meant to make dungeons harder, it's meant to make them all but nonviable.
You (and your DM) likely want a different option
Two options from the DMG are:
Healers Kit Dependency (no hit-die healing without healers kit)
Slow Natural Healing (no auto-healing after long rests)
If you put those two things together, you have an inherent resource drain. Someone (or someones) has to stock up on healing kits (money and wight, if you track those sorts of things) and you're probably blowing 1-2 spells per day on just being fresh in the morning.
There is also the Lingering Injuries system, though I don't recommend using the permanent options. I would stick to the short-term lingering injuries, such as broken rib or festering wound.
If you're bent on using something like the Gritty Realism option...
I would houserule one of these two things:
• You count off "short rests" (8 hours of sleep or whatever), and every seven of those, you get to redeem them for a long rest. Like a free sub at the sandwich shop.
• Or you multiply all of the values up to a week, which would change your long rest to:
A long rest is a period of extended downtime, at least 7 days long, during which a character sleeps for at least 42 hours and performs no more than 14 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 7 hours of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
3
down vote
There is no official interpretation
The Gritty Realism rules seem to be an afterthought, slapped on top of the usual rules.
At least the 2 hours of light activities per long rest are hard to implement, I would go crazy with 22 hours of bed rest for 7 days.
How we do it
The 1 hour strenuous activity limit is per day.
The implied 6 hours of sleep become an explicit daily minimum.
add a comment |
up vote
3
down vote
There is no official interpretation
The Gritty Realism rules seem to be an afterthought, slapped on top of the usual rules.
At least the 2 hours of light activities per long rest are hard to implement, I would go crazy with 22 hours of bed rest for 7 days.
How we do it
The 1 hour strenuous activity limit is per day.
The implied 6 hours of sleep become an explicit daily minimum.
add a comment |
up vote
3
down vote
up vote
3
down vote
There is no official interpretation
The Gritty Realism rules seem to be an afterthought, slapped on top of the usual rules.
At least the 2 hours of light activities per long rest are hard to implement, I would go crazy with 22 hours of bed rest for 7 days.
How we do it
The 1 hour strenuous activity limit is per day.
The implied 6 hours of sleep become an explicit daily minimum.
There is no official interpretation
The Gritty Realism rules seem to be an afterthought, slapped on top of the usual rules.
At least the 2 hours of light activities per long rest are hard to implement, I would go crazy with 22 hours of bed rest for 7 days.
How we do it
The 1 hour strenuous activity limit is per day.
The implied 6 hours of sleep become an explicit daily minimum.
answered 1 hour ago
András
25.5k1091184
25.5k1091184
add a comment |
add a comment |
up vote
0
down vote
Interpretation depends on the DM (or the group).
I would simply add "per day" in the definition of a long rest.
A long rest is 7 days long. At least 6 hours of sleep per day. No more than 1 hour of adventuring per day.
No more than 6 hours of light activity per day. The two hours are multiplied by 3 to account for having three 8-hour periods in a day-night cycle.
I would also allow downtime activities (studying, researching, sparring) but limit it to 6 hours per day.
You will notice that there are 6 hours missing. They can be distributed to sleep/light activities/downtime, or the players can come up with ideas.
New contributor
add a comment |
up vote
0
down vote
Interpretation depends on the DM (or the group).
I would simply add "per day" in the definition of a long rest.
A long rest is 7 days long. At least 6 hours of sleep per day. No more than 1 hour of adventuring per day.
No more than 6 hours of light activity per day. The two hours are multiplied by 3 to account for having three 8-hour periods in a day-night cycle.
I would also allow downtime activities (studying, researching, sparring) but limit it to 6 hours per day.
You will notice that there are 6 hours missing. They can be distributed to sleep/light activities/downtime, or the players can come up with ideas.
New contributor
add a comment |
up vote
0
down vote
up vote
0
down vote
Interpretation depends on the DM (or the group).
I would simply add "per day" in the definition of a long rest.
A long rest is 7 days long. At least 6 hours of sleep per day. No more than 1 hour of adventuring per day.
No more than 6 hours of light activity per day. The two hours are multiplied by 3 to account for having three 8-hour periods in a day-night cycle.
I would also allow downtime activities (studying, researching, sparring) but limit it to 6 hours per day.
You will notice that there are 6 hours missing. They can be distributed to sleep/light activities/downtime, or the players can come up with ideas.
New contributor
Interpretation depends on the DM (or the group).
I would simply add "per day" in the definition of a long rest.
A long rest is 7 days long. At least 6 hours of sleep per day. No more than 1 hour of adventuring per day.
No more than 6 hours of light activity per day. The two hours are multiplied by 3 to account for having three 8-hour periods in a day-night cycle.
I would also allow downtime activities (studying, researching, sparring) but limit it to 6 hours per day.
You will notice that there are 6 hours missing. They can be distributed to sleep/light activities/downtime, or the players can come up with ideas.
New contributor
New contributor
answered 47 mins ago
ggmaster
1
1
New contributor
New contributor
add a comment |
add a comment |
up vote
0
down vote
Your interpretations are correct (at least by raw, and I believe rai).
"Gritty Realism" long rests are easily interrupted
Nothing about the option changes the limitations for what interrupts resting. "Gritty Realism" is, honestly, a bad name; I don't have a better one, but I'm also not a publisher that gets paid to name things. "Life is hard and people don't heal so great after fighting monsters" isn't the best alternative, but you get the idea.
Let's look at another part of that section:
It's a good options for campaigns that emphasize intrigue, politics, and interactions among other NPCs .... [snip] ... combat is rare ... [snip]
It's not meant to make dungeons harder, it's meant to make them all but nonviable.
You (and your DM) likely want a different option
Two options from the DMG are:
Healers Kit Dependency (no hit-die healing without healers kit)
Slow Natural Healing (no auto-healing after long rests)
If you put those two things together, you have an inherent resource drain. Someone (or someones) has to stock up on healing kits (money and wight, if you track those sorts of things) and you're probably blowing 1-2 spells per day on just being fresh in the morning.
There is also the Lingering Injuries system, though I don't recommend using the permanent options. I would stick to the short-term lingering injuries, such as broken rib or festering wound.
If you're bent on using something like the Gritty Realism option...
I would houserule one of these two things:
• You count off "short rests" (8 hours of sleep or whatever), and every seven of those, you get to redeem them for a long rest. Like a free sub at the sandwich shop.
• Or you multiply all of the values up to a week, which would change your long rest to:
A long rest is a period of extended downtime, at least 7 days long, during which a character sleeps for at least 42 hours and performs no more than 14 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 7 hours of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.
add a comment |
up vote
0
down vote
Your interpretations are correct (at least by raw, and I believe rai).
"Gritty Realism" long rests are easily interrupted
Nothing about the option changes the limitations for what interrupts resting. "Gritty Realism" is, honestly, a bad name; I don't have a better one, but I'm also not a publisher that gets paid to name things. "Life is hard and people don't heal so great after fighting monsters" isn't the best alternative, but you get the idea.
Let's look at another part of that section:
It's a good options for campaigns that emphasize intrigue, politics, and interactions among other NPCs .... [snip] ... combat is rare ... [snip]
It's not meant to make dungeons harder, it's meant to make them all but nonviable.
You (and your DM) likely want a different option
Two options from the DMG are:
Healers Kit Dependency (no hit-die healing without healers kit)
Slow Natural Healing (no auto-healing after long rests)
If you put those two things together, you have an inherent resource drain. Someone (or someones) has to stock up on healing kits (money and wight, if you track those sorts of things) and you're probably blowing 1-2 spells per day on just being fresh in the morning.
There is also the Lingering Injuries system, though I don't recommend using the permanent options. I would stick to the short-term lingering injuries, such as broken rib or festering wound.
If you're bent on using something like the Gritty Realism option...
I would houserule one of these two things:
• You count off "short rests" (8 hours of sleep or whatever), and every seven of those, you get to redeem them for a long rest. Like a free sub at the sandwich shop.
• Or you multiply all of the values up to a week, which would change your long rest to:
A long rest is a period of extended downtime, at least 7 days long, during which a character sleeps for at least 42 hours and performs no more than 14 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 7 hours of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.
add a comment |
up vote
0
down vote
up vote
0
down vote
Your interpretations are correct (at least by raw, and I believe rai).
"Gritty Realism" long rests are easily interrupted
Nothing about the option changes the limitations for what interrupts resting. "Gritty Realism" is, honestly, a bad name; I don't have a better one, but I'm also not a publisher that gets paid to name things. "Life is hard and people don't heal so great after fighting monsters" isn't the best alternative, but you get the idea.
Let's look at another part of that section:
It's a good options for campaigns that emphasize intrigue, politics, and interactions among other NPCs .... [snip] ... combat is rare ... [snip]
It's not meant to make dungeons harder, it's meant to make them all but nonviable.
You (and your DM) likely want a different option
Two options from the DMG are:
Healers Kit Dependency (no hit-die healing without healers kit)
Slow Natural Healing (no auto-healing after long rests)
If you put those two things together, you have an inherent resource drain. Someone (or someones) has to stock up on healing kits (money and wight, if you track those sorts of things) and you're probably blowing 1-2 spells per day on just being fresh in the morning.
There is also the Lingering Injuries system, though I don't recommend using the permanent options. I would stick to the short-term lingering injuries, such as broken rib or festering wound.
If you're bent on using something like the Gritty Realism option...
I would houserule one of these two things:
• You count off "short rests" (8 hours of sleep or whatever), and every seven of those, you get to redeem them for a long rest. Like a free sub at the sandwich shop.
• Or you multiply all of the values up to a week, which would change your long rest to:
A long rest is a period of extended downtime, at least 7 days long, during which a character sleeps for at least 42 hours and performs no more than 14 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 7 hours of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.
Your interpretations are correct (at least by raw, and I believe rai).
"Gritty Realism" long rests are easily interrupted
Nothing about the option changes the limitations for what interrupts resting. "Gritty Realism" is, honestly, a bad name; I don't have a better one, but I'm also not a publisher that gets paid to name things. "Life is hard and people don't heal so great after fighting monsters" isn't the best alternative, but you get the idea.
Let's look at another part of that section:
It's a good options for campaigns that emphasize intrigue, politics, and interactions among other NPCs .... [snip] ... combat is rare ... [snip]
It's not meant to make dungeons harder, it's meant to make them all but nonviable.
You (and your DM) likely want a different option
Two options from the DMG are:
Healers Kit Dependency (no hit-die healing without healers kit)
Slow Natural Healing (no auto-healing after long rests)
If you put those two things together, you have an inherent resource drain. Someone (or someones) has to stock up on healing kits (money and wight, if you track those sorts of things) and you're probably blowing 1-2 spells per day on just being fresh in the morning.
There is also the Lingering Injuries system, though I don't recommend using the permanent options. I would stick to the short-term lingering injuries, such as broken rib or festering wound.
If you're bent on using something like the Gritty Realism option...
I would houserule one of these two things:
• You count off "short rests" (8 hours of sleep or whatever), and every seven of those, you get to redeem them for a long rest. Like a free sub at the sandwich shop.
• Or you multiply all of the values up to a week, which would change your long rest to:
A long rest is a period of extended downtime, at least 7 days long, during which a character sleeps for at least 42 hours and performs no more than 14 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 7 hours of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.
edited 45 mins ago
answered 1 hour ago
goodguy5
6,42912362
6,42912362
add a comment |
add a comment |
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