My current DM decided that because we would take long rests outside a bad guy dungeon, and get spells/HPs back, (We're 2nd level at this point) that he'd do a homebrew rule. The new rule was we could take short rests anywhere, but long rests only under conditions of a Comfortable or better lifestyle. So, he ruled that camping overnight is not a long rest. Taking over a farmer's cottage, not a long rest. the inn's common room is also not a long rest. Only a private room (not shared) counts as a long rest.
Secondly. We couldn't level up unless also are under the Comfortable level lifestyle. So, no leveling up in dungeon, or in the wilderness. Only at the inn.
We were doing Mines of Phandelver, (He is baby new DM) and we have to go back to the only inn each time we need a long rest. We travel three days... fight, cast spells, and head three days back to the inn. and then repeat as needed. Hopefully not running into anything on the road. (We're 4th level now. A cleric, a fighter, a ranger, and a druid.)
Anyone else ever run into home brew rules this strict? Seems overly strict to me, but it is his table. (FYI I've played since 1st edition)
Have not, but yeah this does seem a bit too strict especially when considering that bedrolls and tents are items. If the other players are in agreement, maybe talk with your DM and see about adjusting the rule some. I agree with the idea that sleeping outside a bad guy's dungeon would likely keep the party on edge and by this rule could make it difficult to rest properly, but maybe loosen it so camping in a field or forest clearing would suffice while still calling for night watches to keep the camp safe. If the party has to take time to travel back to town to have a long rest to recover spell slots and other features, it becomes a bit disruptive to actual gameplay (and somewhat nonsensical if the distance needed to travel back to town is a day or more of travel)
The resting part is a pretty heavy duty restriction for a typical group, and it's gonna seriously nerf all casters besides Warlocks. Long Rests are a core element of game design, and arbitrarily pulling access to them without adjusting encounters is going to mess up the party big time.
The leveling thing is fine, though; lots of DM's don't let you level mid-dungeon.
That's a sad thing to do to players, even if you take a LR after every 3 Goblin fight at level 2. Yes, it might slow down progress, but it's a cooperative game, so if your DM is dissatisfied with how it's going, i'd expect him to talk with your group like a grownup human - even if they are new in the role of the DM - and not just dumping an (imho unfair and unrealistic) change to a core mechanic on you, mid game. That's pushy and not in the spirit of the game. So it's up to your group to initiate the talky part and ask them whats the problem and that their "solution" doesn't sit well with your group. Be civil, be constructive, a good DM isn't made in a day.
Perhaps suggest to him that a better alternative is to establish a good reason as to why your party can't simply long-rest right before the dungeon, rather than imposing harsh restrictions upon you. Narrative pressures, such as time limitation or pursuing enemies that will find the player party if they attempt to take a nap right outside the villain's lair.
The DM should prevent players from overusing long rests, but this is a rather extreme response.
Can’t overuse long-rests they can only be taken once in a 24 hour period.
Perhaps suggest to him that a better alternative is to establish a good reason as to why your party can't simply long-rest right before the dungeon, rather than imposing harsh restrictions upon you. Narrative pressures, such as time limitation or pursuing enemies that will find the player party if they attempt to take a nap right outside the villain's lair.
The DM should prevent players from overusing long rests, but this is a rather extreme response.
Can’t overuse long-rests they can only be taken once in a 24 hour period.
Oh thanks, I was totally unaware of that, thank you for your valuable contribution~
(Yes, of course I know that, but players can still contrive reasons to bypass such, i.e. setting out on their journey so that they will reach the outskirts of the dungeon after their long-rest cooldown is over.)
An example that’s not really applicable to the concern of the players trying to take an LR after every encounter. It is a good point to bring up, in case the players hadn’t realized the limitation.
Oh yeah. I think maybe he doesn't realize it is once every 24 hours. I'll see what he has to say. As I am the Cleric, not being able to LR is a real kick in the teeth. We have ended up basically only casting spells when healing is the only option.
Anyone else ever run into home brew rules this strict? Seems overly strict to me, but it is his table. (FYI I've played since 1st edition)
That is super strict I have never heard anyone use anything remotely like this. I could see using a homebrew rule where you can't heal to full HP without a comfortable location (healing to full HP by sleeping has always seemed a bit silly to me), but if you can't recover spellslots then you may as well delete half the classes in the game and say that only fighters, barbarians, rogues, monks, and warlocks are allowed.
That is a gamebreaking homebrew rule, I would try to convince the DM to modify it, and if unsuccessful I'd just find a new group. That isn't even D&D anymore
My current DM decided that because we would take long rests outside a bad guy dungeon, and get spells/HPs back, (We're 2nd level at this point) that he'd do a homebrew rule. The new rule was we could take short rests anywhere, but long rests only under conditions of a Comfortable or better lifestyle. So, he ruled that camping overnight is not a long rest. Taking over a farmer's cottage, not a long rest. the inn's common room is also not a long rest. Only a private room (not shared) counts as a long rest.
Secondly. We couldn't level up unless also are under the Comfortable level lifestyle. So, no leveling up in dungeon, or in the wilderness. Only at the inn.
We were doing Mines of Phandelver, (He is baby new DM) and we have to go back to the only inn each time we need a long rest. We travel three days... fight, cast spells, and head three days back to the inn. and then repeat as needed. Hopefully not running into anything on the road. (We're 4th level now. A cleric, a fighter, a ranger, and a druid.)
Anyone else ever run into home brew rules this strict? Seems overly strict to me, but it is his table. (FYI I've played since 1st edition)
Have not, but yeah this does seem a bit too strict especially when considering that bedrolls and tents are items. If the other players are in agreement, maybe talk with your DM and see about adjusting the rule some. I agree with the idea that sleeping outside a bad guy's dungeon would likely keep the party on edge and by this rule could make it difficult to rest properly, but maybe loosen it so camping in a field or forest clearing would suffice while still calling for night watches to keep the camp safe. If the party has to take time to travel back to town to have a long rest to recover spell slots and other features, it becomes a bit disruptive to actual gameplay (and somewhat nonsensical if the distance needed to travel back to town is a day or more of travel)
The resting part is a pretty heavy duty restriction for a typical group, and it's gonna seriously nerf all casters besides Warlocks. Long Rests are a core element of game design, and arbitrarily pulling access to them without adjusting encounters is going to mess up the party big time.
The leveling thing is fine, though; lots of DM's don't let you level mid-dungeon.
Switch to Warlocks. 😈😈
or get Tiny Hut spell it gives a comfortable area.
That's a sad thing to do to players, even if you take a LR after every 3 Goblin fight at level 2. Yes, it might slow down progress, but it's a cooperative game, so if your DM is dissatisfied with how it's going, i'd expect him to talk with your group like a grownup human - even if they are new in the role of the DM - and not just dumping an (imho unfair and unrealistic) change to a core mechanic on you, mid game. That's pushy and not in the spirit of the game. So it's up to your group to initiate the talky part and ask them whats the problem and that their "solution" doesn't sit well with your group. Be civil, be constructive, a good DM isn't made in a day.
Can’t overuse long-rests they can only be taken once in a 24 hour period.
An example that’s not really applicable to the concern of the players trying to take an LR after every encounter. It is a good point to bring up, in case the players hadn’t realized the limitation.
Oh yeah. I think maybe he doesn't realize it is once every 24 hours. I'll see what he has to say. As I am the Cleric, not being able to LR is a real kick in the teeth. We have ended up basically only casting spells when healing is the only option.
That is super strict I have never heard anyone use anything remotely like this. I could see using a homebrew rule where you can't heal to full HP without a comfortable location (healing to full HP by sleeping has always seemed a bit silly to me), but if you can't recover spellslots then you may as well delete half the classes in the game and say that only fighters, barbarians, rogues, monks, and warlocks are allowed.
That is a gamebreaking homebrew rule, I would try to convince the DM to modify it, and if unsuccessful I'd just find a new group. That isn't even D&D anymore
Maybe inform the DM of the slow healing variant rule.