Now it's "I'm tapped, we need to hole up, can't go on. Used to be (yes, I'm old), players would fight encounter after encounter after encounter and make do.
But that should give a realistic idea of how difficult a short rest is in a dungeon, especially after a fight. Of course I strongly suggest not testing that out to see what happens. How much noise would you make and how far would that noise carry? And how long would it take for someone to come and investigate the noise after the fight is over? That scenario should give a good idea how often short rests and long rests are possible in dungeons. Now imagine if you fight with the person or people you run into with the associated clangs, shouts, and other noises. How long would it reasonably take for you to run into a teacher, custodian, or student? That's a random encounter. Imagine walking into a local high school after hours when there aren't any students there except in the gym practicing basketball and in the auditorium practicing for a play, but there are custodians and a few lingering teachers and sneaking around quietly.
Short rests should happen when the DM allows. I don't use all of my spell slots or ki points in the first room of a dungeon, I use them sparingly the same way classes that are dependent on long rests do. I tend to play classes that are dependent on short rests as opposed to classes that are dependent on long rests and I conserve my resources. If you are concerned by this then definitely have a chat with the DM and ensure that everyone in the game is satisfied with the rest model used for your game. Yes, this does greatly change the relative effectiveness of those classes who rely on Short rests versus those which rely on Long rests. I would never allow even a short rest in a dungeon, unless a room can be secured from any invasion even then there would be consequences as any random patrol would discover the dead or missing creatures that have already been dealt with.
#Short rest 5e free#
The party is free to skip any of those rests, swap their long rest for a third short rest, or move things around by an hour or two in any direction, but they will never get the benefit of more than three rests on any given day/night. Personally I am of the opinion that a day has a rough structure: Long rest - 4-5 hours activity - Short rest - 4-5 hours activity - Short rest - 4-5 hours activity - Long rest. A considerate DM might go over the rules they intend to use with the players so you're not surprised when you aren't able short rest three times in the middle of a goblin hideout just 10 minutes after you woke up from a long rest. When you are able to short rest, whether you are interrupted, how often per long rest or per 24 hours, how long since the last short rest, etc. You've kind of answered your own question in there: "if the DM just lets you take short rests whenever". I'm going to need an hour if you want me to work on the next one." "Dude, I worked really hard on that call/customer/client/spreadsheet. I need to get my boss at work to approve this mechanic. After you slaughtered the 1B mobs.an hour ago. Fight a ton of mobs in room 1B and the mobs in 1C will just be sitting there, heck you might even surprise them.
You just killed some mobs in a dungeon, after every fight you're going to find some defensible area to take an hour nap? The rest of the mobs in the dungeon didn't hear the fight or aren't worried about their buddies at all. To me, this is just an odd mechanic for most dungeon runs. This just seems to make every feature that is limited to every rest, not really be a limitation at all if the DM just lets you take short rests whenever. "We just had a fight, I blew all my class features.hey guys, can we take a short rest? Hey, we had a 2nd fight in the dungeon, can we take a short rest again? Oh look, another fight.can we take an hour?". There are many characters/builds that rely on short rests. Monstrous Compendium Volume One: Spelljammer Creatures