Content of the article: "What kind of things have you noticed running Gritty Realism, and what changes did you possibly make (either to the rule itself or other things)?"
I plan on doing a Gritty Realism game at one point or another, and I'm curious on what kind of changes you made to things in order to make it fit (like increasing the time for spells). I'm also interested in how some features or spells are stronger/weaker than they are in a normal resting game.
The Exhaustion condition seems like it would be incredibly dangerous, a very large threat that can easily increase, as it would be difficult to eliminate except in an extremely safe location (like a guarded town or city). Overall travel would be a lot more dangerous than normal, so it would be important for PCs to gather information on what they might encounter, or where obscure settlements are.
Catnap (XGtE) spell seems like a very useful/powerful spell compared to how it usually is in a normal game. If the PCs know they will have to deal with multiple encounters in one day (possibly due to them entering a hostile region), they can take a very quick Short Rest using the spell.
Tiny Hut would still be incredibly useful, though it would be used to safely take Short Rests rather than Long ones.
I feel like dungeons would be either small themselves with a good number of encounters being focused on getting there, or the entire location is dangerous itself (like rather than taking out a bandit base, you're dealing with a bandit infested forest or multiple small camps).
Short Rest classes are almost guaranteed Short Rests during adventures, though I don't think Long Rest Classes would be suffering much, due to the number of encounters staying the same per Long Rest. The encounters shouldn't be spaced out per day (as that would make the SR classes much stronger), and instead some could occur a few times in a day.
Magic items that recharge at dawn or something like that might need to be changed, as it would be able to be used multiple times in the 6-8 encounters (unless a number takes place in one day).
- Short Rest Spell Points instead of Long rest spell slots
- Encouraging Short Rests Instead of Having 6-8 Encounters
- Hey guys! I put together some Short/Long Rest mechanics for 5e with inspiration from Zee Bashew, and I want to get some DM opinions on it before I use it with my players.
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