Here are example ways to handle longer or more difficult to achieve rests:įor overland travel a short rest is building a fire, eating something, and taking a nap.
A long rest resets the tension, and it should be reflected in the story. One day isn't a long time narratively, and the gritty mechanic seems too long and rigid. Those sorts of movies wouldn't work if they took 10 long rests over the course of them. Many movies have the part where the protagonists hide out for a while (Terminator 2) but some don't (Die Hard). I think of standard D&D as having pacing like in an action movie. What is a short rest and long rest in narrative terms? And of course, criticisms and additions to the topics already listed. Please add additional topics/problems in the comments. Tips and resources for managing pacing in 5e. The following is my attempt at creating a pacing guide. However, because they are integral to the game they also cannot be ignored. The short and long rest mechanics are great tools to manage pacing in the game. Pacing is very important in stories and RPGs, and getting it right has never been more important in D&D.