There must be a better way to run short/long rests in D&D 5e. This results in a less organic game, and ultimately a less compelling narrative. We tend to reduce rests to a mechanical tool that can be skipped over, diminishing D&D to a game of pure numbers. We play out the combat, exploration, and roleplaying a lot of the time, and summarize some of the time.Īnd yet…I can’t imagine anyone enjoying a game where the DM hand-waves a large percentage of exploring a dungeon or defeating a lich.īut that is exactly what we do for nearly all of our rests: we refuse to slow down and see what happens. Part of the DM’s role is summarizing important moments to make a good story. Rests have the potential to make the whole game betterĮvery rest is a chance for the party to slow down, reflect, and discuss whatever life-or-death situations they just experienced.Īdmittedly, no one wants to roleplay every moment of a weeks-long voyage or roll to look under every rock. With the snap of a finger, the players are back to exploring, adventuring, and fighting. When a rest does happen, players usually just roll hit dice and swap out some spells, while the actual downtime during a rest is usually just skipped over. It seems players in D&D only ever want three things from their DM: leveling up, magic items, and rests.Īfter every combat, at least one player will ask: “can we take a short rest?”, no matter how inconvenient or dangerous their surroundings may be. Rests have the potential to make the whole game better.
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