Rests and Healing
* Modified: *
Short Rest
- Recover HP with any number of remaining Hit Dice and reset abilities tied to a Short Rest (RAW).
- Maximum of 3 Short Rests per day.
Long Rest
- Abilities tied to a Long Rest are reset (RAW).
- Maximum of 1 Long Rest per day (RAW).
- If the rest is undisturbed:
- May use any remaining Hit Dice to heal.
- After using Hit Dice to heal, regain (Proficiency Bonus) in Hit Dice for healing when the rest is complete (up to the Hit Dice maximum).
- Regain 1 level of Exhaustion.
- Conditions that may affect a Long Rest even while undisturbed. Requires a Constitution Save with the noted DC or do not regain 1 level of Exhaustion.
- Sleeping on the exposed ground or hard floor (DC 5).
- Sleeping in Light Armor (DC 10).
- Sleeping in Medium Armor (DC 15).
- Sleeping in Heavy Armor (DC 20); if the Save fails, also gain 1 level of Exhaustion.
- A bed, bedroll, or similar reduces the DC by 5.
Exhaustion
- Being knocked unconscious gives 1 level of Exhaustion.
- An uninterrupted Long Rest removes one level of Exhaustion.
Thoughts on Game Design
The recovery benefits of the Long Rest mechanic in 5e minimizes the need for a dedicated healer in a party. While this can be good for a certain kind of Heroic Fantasy adventure, it removes some of the dramatic tension of Sword and Sorcery survival that was found in earlier editions of the game. Overall, I like the mechanic of Short and Long rests, but find that the Long Rest HP recovery feature makes things like temporary HP, regeneration, and more “minor” healing abilities (like the ones affecting Short Rests) less appealing. It also makes Short Rests less appealing overall, and some Class abilities are tuned to use Short Rests, effectively making those abilities less useful as they are reset less often.
To make these features more desirable and to emphasize a more risk/reward style of play, I’m adjusting how Long Rests work in regard to Hit Point and Hit Dice recovery. Along these lines, I’m also incorporating a custom use of the Exhaustion rules, to slightly increase the possibility of serious injury or death guided by risk/reward (though not nearly to the levels of earlier editions). Do you continue on your quest in the condition you are in with the progress you have made so far, pushing your luck and health? Or do you take the time to rest in the wilds, with dangers lurking that may prevent proper healing? Or do you head for the (relative) safety of town, knowing you’ll have to retrace your steps and restock supplies using precious time and coin?