Which I still find funny as while people may be complaining about short rest mechanics, its the long rest classes that are off kilter in balance. They are the ones that require a certain number of encounters per day and without that their supposed limit of being a resource based class no longer effectively exists. And unless they design martials along that route of getting a long list of once per day powerful moves the problem will stay.
This is absolutely true, but it's also something I think is a sacred cow. However, I might be wrong.
The easy fix for this is to just use Gritty Realism, but this often has the opposite problem for pacing: if you have more adventure than fits in a single adventuring day budget, you need to allocate a week of downtime, and making that fit within your adventure flow is tricky. An option might be Gritty+. Some options for the +:
Heroic Recovery: if you spend a night's rest after accomplishing a story milestone or similar heroic achievement, you gain the benefits of a long rest (NPCs might benefit from Villainous Recovery).
Item-Based: if you use a recovery item with a level at at least equal to your character level before taking a night's rest, you gain the benefits of a long rest. Typically a level 1-4 item is Common, level 5-10 is Uncommon, level 11-16 is Rare, and level 17+ is Very Rare (you can use potions of healing as a guideline). An item that grants the entire party a rest is one rarity higher.
Ritual: if you use a recovery ritual before the party takes a night's rest, the party gain the benefit of a long rest. Requires material components (25 gp per PC at level 1-4, 250 at level 5-10, 2.500 at level 11-16, 25,000 at level 17+) (note: this is roughly 1/14 of an average treasure hoard at the same tier).
I would solve short rests by a change along the lines of
Second Wind: if you spend at least 1/3 (round up) of your maximum hit dice, you may gain the benefits of a short rest in 10 minutes.
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This came up in the warlock thread, but I thought it deserved its own because it's really a separate issue
This is absolutely true, but it's also something I think is a sacred cow. However, I might be wrong.
The easy fix for this is to just use Gritty Realism, but this often has the opposite problem for pacing: if you have more adventure than fits in a single adventuring day budget, you need to allocate a week of downtime, and making that fit within your adventure flow is tricky. An option might be Gritty+. Some options for the +:
I would solve short rests by a change along the lines of