I stretch out the adventuring day into the adventuring week. The party can take 1 short rest per week, at any mealtime, and 1 long rest at the end of any day. Rests refresh on sunday
Only one short rest per long rest, isn't that a little restrictive? I've seen suggestions of each sleep being a short rest, and every few days or week you have a day or so off for a long rest.
What changes did you make to the duration of long-running spells like Mage Armour?
Bards can use the help action at a distance by using their movement points. If you stand still and play your music to help your people, that works at a distance. The performance requires you to move in olace, playing the instrument. It has to be the full movement points for that round.
Not originally by me, but I quite enjoy it that way.
Idea: extra XP triggers
There are plenty of grumbles about experience points only being awarded for killing things, and the rules for arbitrarily giving out more for completing tasks are pretty vague. Does anyone have any suggestions to improve this other than "just use milestones"?
I'm tempted to borrow some ideas from PBtA/BitD and give everyone some per-session XP triggers, e.g.
- The barbarian solved a problem with violence or intimidation
- The wizard pursued their magical studies
- The character struggled with their Flaw
- The character acted in a way that lived up to their Ideal
QoL: PCs can choose to permanently drop down the initiative order
I believe this was just a thing you could do in older editions but there are no rules for it in 5e. Sometimes going first doesn't work well for teamwork (e.g. your Shield Master going directly before the enemy so they get up after each shove before anyone can attack them while they're prone), so letting you drop down the order can help without giving you a freebie (i.e. the enemy might get an extra go against you). I've not encountered any problems with this yet!
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