Optional Rule: Prolonged Resting
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Summary |
How it works
A Swift Rest becomes 1 hour of time, rather than 10 minutes. It is still automatic, but it leads to many normally encounter-based powers being less available. Additionally, players cannot recover from Hit Dice during this time.
A Short Rest takes 10 hours, rather than 2. The extra time is to account for additional preparations and changes needed for the adventurer to function while still limiting their use of resting to downtown and days, and players still use as much Hit Dice as normal. This also runs the benefit of fitting 10 Swift Rests into a Short Rest.
Finally, a Long Rest is 2 days / 48 hours, and must be taken in peaceful conditions (in a safe or safe enough area, with at minimum a use of the Prepare an Area activity). This adjustment makes it so that there are 5 Short Rests to a Long Rest (or 50 Swift Rests, if you ever wanted to do that for some reason). Your GM can also adjust the time to be 3 day / 72 hours, or 1 day / 24 hours, but the idea is the same.
Everything else is still the same, from Ability durations, to cast times (including performing Activities). Things bound to Rests (such as features or Crafting) adjust accordingly.
Impact
While many adventures call for Heroic Fantasy with high concepts and higher action, some worlds require a slower pace to feel the impact of the powers at play. Some games attempt to make the game feel more gritty or real. Other games based in survival or a lack of resources lean on taking longer rests and making resource gain incredibly sparse. On some worlds, spellcasting and whimsical uses of magic is rare, or draw from the land in wicked ways that turns even simple spell use into an ordeal that takes awhile to recover from.
This optional rule attempts to fufill part of that need within CHASE. It adjusts adjusts the length of time it takes for everything in an adventure to work, at least insofar they are bound to rests. with the adventurers being less capable of bouncing back after difficult encounters.