How often do short rests happen?

Post/Author/DateTimePost
#1

FrogReaver

Oct 08, 2014 2:19:47

Do short rests typically happen after every combat?  Do they happen after every 2 combats?  I mean how often do they actually come up in actual play?

#2

1eejit

Oct 08, 2014 2:29:43

It will vary table to table, adventure to adventure. How long is a piece of string?

 

It should be pretty common to have at least one short rest between long rests though.

(Reply to #2)

FrogReaver

1eejit wrote:
(Reply to #3)

1eejit

FrogReaver wrote:
#5

AaronOfBarbaria

Oct 08, 2014 2:54:39

My experience thus far has been an average of about 2 short rests per day (considering 6-8 encounters a typical day).

 

1eejit is right, though, this is something which is going to vary from table to table and adventure to adventure - I even had one day where the party dealt with like 6 encounters and then said "should we short rest? ...does anyone even have anything that they need to short rest for?" because they had been extremely lucky and had not taken enough damage to be encouraged to spend hit dice, and had yet to use any of their class features that would refresh on a short rest.

#6

Yunru

Oct 08, 2014 3:10:11
After 10 hours of play (real time not in game), zero. Playing the starter kit adventure there has yet to be a situation where we felt we had time to short rest without also having time to long rest.
#7

Rhenny

Oct 08, 2014 3:44:10

Whenever the party feels like they really need one.   In my games that's been about 2 or 3 times per day.   I don't mind because I roll for wandering monsters or I interrupt them if the monsters in an area know they are around.  

 

My players have been really good at not meta-gaming the rest mechanic.   They actually push on until they absolute feel like they have to rest.   In many adventures, PCs are chasing or searching for someone so time is important.   In others they are racing against time to stop something big or beat another NPC or NPC party to the goal.   This tends to limit rests.

 

 

#8

Slaunyeh

Oct 08, 2014 4:23:44

1eejit wrote:
#9

BW0222

Oct 08, 2014 9:23:22

FrogReaver wrote:
#10

Tsulia

Oct 08, 2014 9:28:43

Dungeon crawling; find room with locks/bolts or completely empty room after fights? Rest. Our parties rarely use short rests... and the only thing I've seen personally that benefit from short rests are psionic classes. (For power points)

 

The party usually rests when too many of said party have used Daily powers and the GM says we can 'sleep it off'. 

 

When I DM, the party typically only rests if they have reach the town - the ship - or killed the local area. But make no Illusion that I don't permit it, I go with the flow... and the flow has yet to have them stop half way.

(Reply to #8)

Rancid_Rogue

Slaunyeh wrote:
#12

Huntsman57

Oct 08, 2014 13:35:00

Short rests are really only relevant in spots where it is realistic that if you stayed in one place for an hour you'd likely be safe, but you'd probably be attacked if you stayed in one spot for a full night's sleep. Of course the issue becomes, in what spots are you safe enough to spend an hour resting, but not safe enough to get a full night's sleep. If you're in the middle of a dungeoun crawl where there are likely enemies in one or more of the nearby rooms, odds are pretty good that something is going to happen by inside an hour's time, so the short rest is almost asking for a fight to happen that isn't on the PC's terms. On the other hand, if the party is on a well traveled merchant road where encounters are a 2x/ week concern, then you might as well long rest in most cases.

 

I guess the short rest could be useful in one of the following situations...

 

- you don't have time to stop for a long rest even though the danger level is low

 

- you're in a dangerous area but have access to some short term means to hide yourself away while resting

 

- you're in an in between spot in terms of danger level where enemies aren't crawling all over you, but the area is in hostile territory, so a long rest stands a reasonable chance to incur an encounter

 

- if you took a combat encounter shortly after waking up from a long rest the DM may argue that you aren't ready to long rest again

#13

awaken_D_M_golem

Oct 08, 2014 13:55:14

17 encounters <1 minute each, with ~56 minutes between = no short rests, no long rest, but still get the Sleep Long Rest ... though Demon Hordes are rarely this consistent.  I think I may have just implied that DMs are lovers on occasion, of Demon Hordes.

#14

SamVDW

Oct 08, 2014 14:37:27

FrogReaver wrote:
#15

Ashrym

Oct 08, 2014 14:47:46

 

0-2 depending on the adventure, roughly, is what I see.

#16

Awesomologist

Oct 08, 2014 15:24:30

I was curious about this too, especially in dungeons where some classes are more dependant on short rests than others. It's one of the things my 4e group is wary about since short rests in 4e were 5mins and taken after nearly each encounter. Different systems and mechanics obviously but as one player commented while flipping through the PHB, "It seems wrong".

#17

Mommy_was_an_Orc

Oct 08, 2014 19:26:09

I would say the system expects that you take 2-3 short rests per 5-8 'tough' combats due to how class mechanics work. Namely:

Wizards and some Druids gain one heck of a benefit from one single short rest per day.
Fighters/Monks/Warlocks essentially end up with daily options if they don't get a short rest.
Rogues don't benefit at all from a short rest.


i.e. 2 rests penalizes everyone roughly equally.

#18

Psikerlord

Oct 08, 2014 21:26:42

1eejit wrote: