u/Silly-Security-3110

Homebrew Resting Rules: Crunch Time Resting

I've been wanting to run an adventure for my players that is action-packed and time-sensitive (specifically, someone has been kidnapped and they are trying to save them before the clock runs down), but I was hitting a wall with player resources. If I slow down time too much, the players will get absolutely wrecked after a few sessions without a long rest. If I don't slow it down, then the timeline becomes unrealistic (like when Gundren is kidnapped in LMoP). If I let them just long-rest whenever, they will be at full health for every encounter and not be challenged. As a solution, I have developed the following:

Crunch Time Resting: For use in high-density, high-intensity scenarios where the players will encounter way more things than usual, and time will pass much more slowly than usual (sessions only cover hours or even minutes instead of days). This allows the recovery of player resources, but imposes consequences later. Players can enter crunch time only at the DM’s prompting/approval.

·      SHORT RESTS: Take 15 minutes. This is the equivalent of just taking a moment to catch your breath, maybe drink a shot of espresso, or perhaps some hard liquor, to liven back up a little.

·      LONG RESTS: Take 1 hour. This is the equivalent of doing basic first aid, eating a meal, drinking a coffee/hard drink or taking a shot of adrenaline, and maybe, maybe, taking a nap.

·      COMING OUT OF CRUNCH TIME: When you come out of Crunch Time, you take on as many levels of exhaustion as you have taken long rests. Example: If you have taken 3 long rests, upon exiting CT, you will have disadvantage on all rolls and your speed will be halved. If you have taken 6 long rests, upon exiting CT, you will die.

Please give me feedback and your thoughts. I haven't tested it yet, but I think this would be a good solution. Thank you!

reddit.com
u/Silly-Security-3110 — 12 hours ago
▲ 0 r/AskDND+1 crossposts

Homebrew Resting Rules: Crunch Time Resting

I've been wanting to run an adventure for my players that is action-packed and time-sensitive (specifically, someone has been kidnapped and they are trying to save them), but I was hitting a wall with player resources. If I slow down time too much, the players will get absolutely wrecked after a few sessions without a long rest. If I don't slow it down, then the timeline becomes unrealistic. If I let them just long-rest whenever, they will be at full health for every encounter and not be challenged. As a solution, I have developed the following:

Crunch Time Resting: For use in high-density, high-intensity scenarios where the players will encounter way more things than usual, and time will pass much more slowly than usual (sessions only cover hours or even minutes instead of days). This allows the recovery of player resources, but imposes consequences later. Players can enter crunch time only at the DM’s prompting/approval.

·      SHORT RESTS: Take 15 minutes. This is the equivalent of just taking a moment to catch your breath, maybe drink a shot of espresso, or perhaps some hard liquor, to liven back up a little.

·      LONG RESTS: Take 1 hour. This is the equivalent of doing basic first aid, eating a meal, drinking a coffee/hard drink or taking a shot of adrenaline, and maybe, maybe, taking a nap.

·      COMING OUT OF CRUNCH TIME: When you come out of Crunch Time, you take on as many levels of exhaustion as you have taken long rests. Example: If you have taken 3 long rests, upon exiting CT, you will have disadvantage on all rolls and your speed will be halved. If you have taken 6 long rests, upon exiting CT, you will die.

Please give me feedback and your thoughts, as I haven't tested it out yet, and I think this would be a good solution. Thank you!

reddit.com
u/Silly-Security-3110 — 12 hours ago