Handling Rests in D&D (2024)

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by Mike on 15 February 2021

The frequency of rests, both long rests and short rests, is critical to the pacing of our D&D games. Too many rests and the characters enter every situation armed with the full force of their character at their disposal. Too few and players feel helpless and frustrated as they watch their characters dwindle down to their last remaining hit point.

It behooves DMs to recognize how and when we offer rests to the characters. It helps when we pay conscious attention to it and arm ourselves with the tools to manage rests and maintain the right exciting pacing of our D&D games.

Reviewing the Core Books

On any topic like this, it always helps to go back to the core books and see what they have to say on the topic. Chapter 8 of the Player's Handbook includes the basic descriptions of short and long rests. An interesting note, the default rules state that a character only regains half their maximum hit dice on a single long rest. That often gets omitted in play. The section is worth reviewing but offers no guidance for DMs on how best to offer or control such rests. Also worth noting is that a character can only benefit from one long rest in 24 hours.

Chapter 3 of the Dungeon Master's Guide describes the expectation that characters receive two short rests per adventuring day. Xanathar's Guide to Everything offers optional exhaustion rules should characters choose to forgo a long rest during a 24 hour period of time.

An oft-described and, in my opinion, misinterpreted description in the Dungeon Master's Guide states the following:

"Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day."

This is often interpreted that characters should face six to eight encounters in an adventuring day. I disagree. Instead, characters should face as many encounters as makes sense given the situation and circ*mstances. More on this in a moment.

With all of their descriptions, the Dungeon Master's Guide and Xanathar's Guide don't offer much guidance on how best to handle rests in our D&D games to maintain the right pacing. Let's fix that now.

Rests and Combat Challenge

How well rested the characters are is a major factor in how challenging they find combat encounters. Well-rested characters, particularly at high levels, have many more resources at their disposal and can often succeed in very difficult battles, sometimes with ease. Characters that have faced a significant number of foes and expended many of their daily resources will have a much harder time when facing difficult encounters.

Ensuring the characters don't face a final battle fully prepared is one of the top suggested ways to ensure the characters don't destroy boss monsters too easily.

When designing a combat encounter intended to be challenging, it helps to burn down the characters' resources with previous battles and little chance to rest. This is why waves of monsters works particularly well in boss fights. Two waves of monsters before a final boss is a great way to ensure the boss doesn't face fully-rested characters ready to nuke them from orbit.

When to Offer Rests

The easiest way to manage rests is to let the story dictate when and where rests can take place. If the characters are on a long journey on a well-traveled road or exploring a safe city, it's likely they'll be able to take long rests without difficulty. If they're deep in a dungeon filled with terrible monsters and few safe rooms, it's unlikely the characters can stop in the middle of a four-way hallway and rest for eight hours undisturbed. Much of the time we can let the story dictate how often the characters can take short or long rests. Even then, we may need to be explicit in describing these opportunities to the players.

Explicitly Describe Opportunities for Rests or the Lack Thereof

Players don't understand what's going on about half the time. This is a common rule of mine to help me recognize that while the story and situation may be perfectly clear in my mind, it isn't necessarily as clear to my players. This is equally true with rests. It may not be clear to the players that their characters can take the opportunity for a short or long rest or what might happen if they do.

For this reason it's best to be explicit in describing the opportunities and risks for taking rests. If you know they've reached a chamber in a dungeon monsters avoid, you might mention to the players that they can take this opportunity for a short rest without risk. If they've cleared out a chamber likely safe for eight hours or more, you can mention that they have the opportunity for a long rest without risk.

Likewise, when they enter dangerous locations for the first time, mention to them that their opportunities for rests will be rare, or even non-existent, and that they should plan accordingly. Mention this up front so players know they must manage their resources accordingly. You may go a step further and mention that they may have only one or two opportunities for a short rest in such a place.

Managing Rests with Time Sensitive Quests

While dangerous locations ensure characters can't take a lot of rests, spells like Leomund's Tiny Hut can make even the most dangerous locations safe. The best way to threaten the characters here isn't with wandering monsters or random encounters but with time-sensitive quests. If the characters are trying to stop a villain from completing a ritual, you can mention that the villains will certainly be done with the ritual before the characters can complete a long rest. Likewise, if they're chasing a particular villain, that villain may escape or move on if the characters wait too long. As the DM you can keep your hand on this dial, informing the players that they do not have time for a long rest if they want to successfully complete their quest but may have time for a short rest.

Running time-sensitive quests is one of the most effective ways to manage rests in your D&D games.

Rest Interrupters

If rests come too quickly and easily, you may need to inject environmental effects or situations that prevent the characters from resting too often. Here are ten examples of effects or situations that prevent the characters from taking either a short or long rest (your choice).

  1. Spectral wailing
  2. A character's disease will overtake them
  3. Planar instability
  4. Hostile environments (too cold, too hot)
  5. Psychic resonance
  6. Tectonic shifts
  7. The drive of an intelligent item
  8. A lifedraining effect
  9. Horrible nightmares
  10. Continual loud noises

Characters can only take rests in areas conducive to such rests. Many circ*mstances may continually interrupt the characters in ways they cannot control. Spells like Leomand's Tiny Hut, however, will likely bypass such difficulties.

If you need to better control the rests the characters can take, tailor one or more of the effects above to prevent the characters from taking short or long rests too easily.

Restful Opportunities

The flip side of this is dropping opportunities for rests, short or long, when it may not seem like such an opportunity would be available. Here are ten ways to drop opportunities to rest in the middle of hostile locations, like dungeons. Many of these can restore the characters as though they had taken a short or long rest without actually requiring the time. This helps offer rests even when time is tight.

  1. A secret door leads to a lost healing font
  2. The characters find potions that offer the equivalent of a rest
  3. The villain's plans have been set back, offering time for a rest
  4. A trapped celestial entity offers to restore the characters
  5. A forgotten passage leads to a hidden room safe for rests
  6. The characters find a magic item with a single use of Leomund's tiny hut
  7. The characters enter a dream state that offers them a rest in shorter time
  8. A divine caster's god or patron bestows a restful blessing upon the party
  9. Infighting between hostile factions draws attention away from the characters
  10. Invigorated by their recent victories, the characters earn the equivalent of a short rest

Control Rests and Control the Pacing of your Games

By taking an active hand in managing how and when short and long rests become available, you have a better hand in controlling the pacing of your game. Players feel powerful and optimistic when rested, and vulnerable and cautious when they haven't rested in some time. Most of the time you can let the story dictate when the characters can rest. Other times, however, you'll want to carefully plan how and when the characters can take rests, both short and long, and describe this to your players so they know how to manage their resources up front. Use rests as a dial to manage the upward beats, downward beats, and pacing of your D&D games.

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Handling Rests in D&D (2024)

FAQs

Is there a limit to how many short rests you can take? ›

The only hard limit on the number of short rests you can take is the number of hours in a day. In practice, you're also limited by time pressures in the story and foes interrupting. Spell Slots - regain after short or long rest.

How many long rests can you take? ›

Worth stressing that while there's no particular limit to how many long rests the player can take, people should absolutely be wary of WHEN they take these long rests, because there's plenty of "skippable" content if you rest at the wrong moment.

What happens if a long rest is interrupted? ›

If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points.

Can you concentrate on a spell during a short rest? ›

Can I maintain concentration during a short rest? Yes, as long as you aren't doing anything to break that concentration via the normal rules.

Can you long rest twice in a row? ›

That aside, it is possible to long rest two turns in a row: If you have 2+ cards in your active zone that are discarded when finished (assuming that this exists for some class) AND 2+ cards in your discard, then on rest #1 you leave your active zone cards there.

Can you take a short rest in a long rest? ›

The rules for a Long Rest state (PHB p. 186) that a Long Rest is interrupted by a "period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity". Therefore, taking a Short Rest does not interrupt a Long Rest. You can have Short Rests within a Long Rest.

What are the rules for long rest? ›

Long Rest. A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.

Can you long rest before saving the Tieflings? ›

So, you could long rest 100 times and the druids will never perform their ritual and kick the Tieflings out as long as you haven't progressed the quest to a point where this is possible.

How many long rests can you take before the Grove is sealed? ›

The story isn't timed but some side quests are, they'll only trigger the countdown when you get near them so like with that burning building you have to go up towards the Gnoll area to trigger it's countdown, the Druid Grove does have a timer but it's like somewhere around 15 long rests before it closes off.

Does combat break a long rest? ›

Any strenuous activity disrupts a long rest. The examples given are; An hour of walking. Fighting.

Does fighting interrupt a long rest? ›

This is allowed as long as you avoid "at least 1 hour of walking, fighting, casting spells, or similar adventuring activity" before the long rest is concluded.

Does casting a spell interrupt long rest? ›

That said: casting spells does interrupt the long rest, but unless the interruption lasts for more than an hour, the rest can be continued.

What cancels a concentration spell? ›

Save this question. From the Basic Rules section on Concentration: Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

Can you prepare new spells on a short rest? ›

Wizards can also prepare new spells usually within a short rest, unlike other spellcasters who have to take a long rest to dip into their prepared spells.

Does long rest end concentration? ›

That depends on whether sleeping gives you the Unconscious condition. If it does, then you're incapacitated, and your concentration will be broken. If it doesn't, then a long rest doesn't fulfill any of the conditions for breaking concentration, so you will be able to concentrate through your long rest.

How many short rests before long rest? ›

This may be news to some, but the DMG says to give your players 2 short rests per long rest. 6-8 medium to hard encounters are assumed per adventuring day so that generally works out to every 2-3 encounters, but a shorter (and harder) day should still have 2 short rests in it.

How long can a short rest be? ›

Short rests can be anywhere from 15 minutes to an hour. They must be an hour if the party has a warlock that wants to regain all their spell slots. On a short rest, a character can only use one hit die to regain hit points. Many short rests of course use up hit die.

How much do you heal per short rest? ›

A short rest in Dungeons & Dragons requires a character to perform no strenuous actions for at least one hour. The benefit of taking a short rest is that each character can heal by rolling their hit dice, which can be done up to a maximum of their current level.

How much healing is in a short rest? ›

During Short Rests you may choose to roll any number of your Hit Dice, and regain HP equal to the number rolled + your CON modifier for every Hit Die used. During Long Rests you regain all your HP and Spell Slots. You also restore half your Hit Dice.

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